[Epic Official] FBX Import Reporting

Large FBX file imports fine into Unity, takes infinite time in UE4

I have a FBX file that was generated for a large assembly from SolidWorks. The file size is 145MB. It opens almost flawlessly (the scale is off, though), and very quickly (a couple of minutes), into Unity, and then renders quickly (60+fps) as well. When I try to import it into UE4, it It gets stuck at 75%, “importing FBX mesh” for a very long time (say more than an hour before I just give up on it). I have tried to import it with various different import settings, but since it is so insanely slow, I have given up trying them all.

I have tried it on two different high-end computers with gobs of memory, ssd drives, etc.

A smaller 6MB file created in the same manner, does import okay. It’s still super slow to import, but it comes into Unreal 4 fine. So, I suspect this is just a “UE4 can’t accept big files” issue?

While I would like to post the file here to download and test, I cannot, because it contains sensitive information. However, if someone from Unreal would like to take a look at it, I would love it if they did. I am trying create a VR experience using this file, and vastly prefer to use Unreal instead of Unity, if I can…

Version 4.6.1 crashes while importing FBX (at 50%).

Imported without “Create collision”, “materials” and “textures”
link text

Hi,
First time posting here, but still developping… I am a Artist, and I do have a problem with FBX files.
First things first, I used to create my 3d models on 3DS 2013, and I recently switched to 3DS 2015 (I mean 2 days ago), for the need of my company.

The problem is, when I export a FBX file, UV are misinterpreted, and I made some screen to explain. As an example, I just created a simple plane, on 3DSmax, with automatic UV. but look at the issue when I do a procedural vertical panning on it using the material.

I selected an edge on UE4’s mesh editor, and the edge seems duplicated on UV.

The panner is set to vertically fill 33% of the mesh with red color and 66% with white (yes its not equal to 100%, but I hate decimals :slight_smile: )

So next are export settings I used on my “simple plane” (not so simple after all), on 3DSmax,

I tried many things :

  • using fbx 2014 to 2006
  • using ASCII and binary
  • using the modifier " unwrap clear "
  • switching uv channel 1 to second and the third one
  • trying to keep “Unwrap UV” modifier while exporting
  • using exporter tools (such as this one : Export FBX to Unreal | ScriptSpot) but it uses the fbx exporter…

but the problem persists.
I am sure this couldn’t be the fbx interpretation from UE4, because I would have similar issues before switching from 3DSmax 2013 to 2015.

And a second little issue, is that smoothing groups are not exported too…
Should I make a similar post on Autodesk’s forum or does anyone has a clue, what should I do ?

Thank you for your time.

Was told to post here if I’m having issues importing .fbx here is the file:
https://d26ilriwvtzlb.cloudfront.net/7/70/Try2.fbx. anything of reasonable
complexity just takes a dump and will take forever to import then the software crashes
I’m very frustrated as none of my .fbx files will import using U4.6.1 hoping someone can help… :confused:

Running OS X 10.10.2 (14C109) using Unreal 4.6.1
• iMac (Retina 5K, 27-inch, Late 2014)
• 4 GHz Intel Core i7
• 32 GB 1600 MHz DDR3
• AMD Radeon R9 M295X 4096 MB

After few tests, I now know where the problem is.
The problem come fromthe fbx 2015.1 plugin exporter, the option “triangulate” doesn’t seems to work, so I triangulated the plane by myself, and it works…

Hello Illusion Entertainment Digital,

I grabbed your .FBX file and the reason you are having trouble importing the mesh is the poly count and the extra unneeded detail. I pulled the mesh into 3ds 2015 and saw that it has close to 975,000 polys and 704,000 verts. Also it seems that none of your pieces of geometry are one entire mesh, but instead modular shapes compiled together.

Both of these can cause issues when importing because the engine is trying to calculate collision, lightmaps, and overall density of the object. What I suggest is compiling your stage into one mesh. Then take one of the chairs you have and simplify it significantly. You only need one chair mesh when importing because you can create copies within the engine.

The spheres and bolts that are on your chairs do not need to be modeled out and can be added into the normal map to get the same feel without adding additional polys. These details are so small they usually go un-noticed by players and just add extra work for the engine that is not needed.

Wireframe

Try my suggestions and see if you can get your meshes to import properly. Let me know if you have any issues.

Cheers,

Maybe someone can help me too. I cannot figure out why only a part of my model is imported.

Screen from Max.

After import to UE4 as skeletal mesh:

Any ideas as to what’s going on?

Here’s the model

link text

Hey ,

I just tested the asset you provided and was able to successfully import it into the Engine.

To get your model to import correctly you need to uncheck ‘Import as Skeletal’, and be sure to check ‘Combine Meshes.’ Let me know if this solution worked for you, or if you are still having problems.

A quick note, you will receive a warning message about smoothing groups when you import the model. Try going back into your 3d modeling application and set some smoothing groups for the mesh. This will yield much cleaner lighting results and give you the look you want.

Notice the difference between the first version of your model without smoothing groups, versus this image. Let me know if you need further help.

Cheers,

Hello -

We created this post to test certain Blender and FBX Importing Issues earlier an the Engine’s Life. We have rectified most of these Import Errors. We are Closing and marking this question answered merely for clarity. If you have an issue with FBX Import, please search AnswerHub for any earlier reports and if you cannot find any or it is only in this post, please create a new Question and we will get to you as soon as possible.

Thank You who worked with us on this question and provided assets which helped us improve the Engine immensely.