[Epic Official] FBX Import Reporting

Hi there,

I’ve noticed some strange behavior with the static mesh import in the lastest version of the engine.

It seems that the engine split all vertices during the mesh import (same goes for LOD Levels).

Before updating to 4.4.2 a rock 308 verts/ 612 triangles in Maya 2015 had the same amount of faces and vertices in the Unreal Engine.

Now after the update the same rock has 308 verts/ 612 triangles in Maya, but 1742 verts / 612 triangles in Unreal…

That is weird, since even if you would split every since vertex on the mesh you would only manage to get 924 vertices.
I’ll provide a mesh and screenshot’s after I’m at home