I’m switching over to Unreal from Unity and a little confused about importing FBX models… in Unity, the object is imported assembled as it would display in the 3D modeling program, but when I try to import into Unreal the same FBX gives me a bunch of disconnected parts of the mesh each separated in the content browser… do I have to manually rebuild these entire objects or is there some way to import them connected or reconnect the pieces?
Hi. Maybe unity and unreal read fbx differently. I’m actually working with fornitures for and architecture project and many objects have many divided parts.
You should import your fbx file into blender, 3dsmax or maya and attach each part together, unwrap it all in order to build a better lightmap and exportit again. I suggest you to look for “UE4 FBX exporter” script for 3dsmax. Quite easy to use.
I’ll follow your issue if you have any question
What 3D editor do you use? The way UE and Unity read .fbx is, indeed, bit different. Consider checking following:
- adjacent vertices, for the sake of readability and performance should be merged, unless you need them to be separate
- triangulate faces on export
- freeze transformations and delete history before exporting (very relevant for Maya)
- try to combine objects before exporting or use “Combine meshes” checkbox on import