[Epic Official] FBX Import Reporting

(I noticed this thread after posting: Visual Defects on Imported Models - Rendering - Unreal Engine Forums )
Apologies.

We are seeing visual defects in materials applied to some imported .fbx models when rendered in UE4 4.4. These materials render perfectly in both Modo and Maya.

This occurs with both Planar and “automatic” UV Mapping. It occurs with both “substances” and Materials based on .png textures.

Here is an example circular model with a grid material and the defect is visually obvious:

Here are the files we used:
[link text][2]

BTW, we are using only dynamic lighting so we don’t have a 2nd UV map for lighting.

Its the ‘true cost’ so yeah, simple test is to do what I suggested, make a cube, export it all smooth and all hard, with the T-Shape UV’s and fully disconnected UV’s you should see the differences even though you only have 12 original verts :slight_smile:

Thanks ,

actually I think about going back to 4.4.0 and not making updates for a while since it is a huge difference in having 308 verts as before or havin over 1700 verts now.

I’m curious if the amount of generated vertices was the same earlier, but it simply wasn’t displayed properly or if there are actually more vertices generate now.
We are actually pretty nervous about that point, since in a open worlds environment performance is always some sort of bottleneck, esspecially in dense forests and environments like that…I doubt we can’t afford such a giant increase of verts.

Hmm yeah I am curious too - hopefully someone at Epic is still reading this thread. Normally pixel shading is gonna be a bigger problem that vert count but yeah in an open world situation it could get out of hand - you are doing lots of LODs I hope ? :slight_smile:

I have two bugs to report. It refers to importing a FBX file with the option “Combine static meshes” disabled.

First: if an object’s name contains accents (or possibly, any non-english character), the imported asset’s name will have accents replaced with “?”, which causes several problems. For one, you can’t use the assign button if the asset name contains a “?”.

Second: I found this while packaging a game. Three objects had extremely long names, which caused an error in packaging (or cooking, can’t remember). So, the object names must be checked if they exceed this character limit.

Yes, at the moment no smooth LOD blending is integrated but I will follow (I hope so).

Actually I discovered that issue yesterday after importing LOD 1 for a rock and I saw that this LOD rock has the triple amount of verts compared with LOD 0

This is a shot from 4.4.2 on Mac, using the files just downloaded, I also ran it through C4D and exported all worked fine for me. which version of UE/FBX are using?

Was that in the static mesh editor or in the viewport - you sure you weren’t seeing LOD0+LOD1 count?

It was in the Static Mesh Editor.

I also thought it could be the amount of both, therefore I’ve imported LOD1 in a clean test project as LOD0 mesh and it had the same amount in the static mesh editor as it had as LOD1 in the actual game.

btw. I’ve made a test with 3 versions of a cube.All 3 versions had 24 verts, no matter if the edges where hard or smooth or if the UV Layout was teared apart.

This is pretty weird

Hmm very odd indeed. let me try here too, maybe we only get the real count in the stats view…

OK I did it an all of my cubes got 24 triangles when I use ‘stat engine’ and drag one in at a time into the viewport, I can’t find a vert count stat though.

According to that article it seems that the vertex count we saw in the Static Mesh Editor in the past was never based on the amount of vertices the mesh actually had…following that article it would be impossible that the rock mesh will have the same vertcount as in maya, but pre 4.4.2 it did

Yeah, its pretty reliable in Unity, I hadn’t been looking much at it in UE but definitely worth seeing what they say

It seems to work again. I recompiled the source code over night and now the vertcount seems to be normal again when importing. The LOD1 mesh (200 verts in Maya) now has 269 vertices in UE4 instead of 1200 yesterday and LOD 0 has 469 verts (308 in Maya) instead of 1742 yesterday.

I have no idea what caused all that trouble, but at least if seems fixed for now.

We use Unity at the company I work, but it also has it’s flaws, esspecially when working on large scale levels :slight_smile:

yay! glad you got to the bottom of that one, was a that 4.4 or 4.5 code?

I agree. It would make it a lot easier to bring lods out of Blender.

The UE4 FBX importer sometimes splits tangent and bitangent vectors when it calculates the tangent space while importing static meshes. See these posts on Ponycount for additional information, screenshots, and test meshes:

I don’t know what version Kim was using, but I was using 4.5 preview for my tangent basis tests. You can see that when UE4 calculates tangent vectors, they get split at certain vertices, causing rare problems with the Xnormal sync.

Happy hacking,

In my debugging journey with the split tangents I discovered that it was theoretically possible to export static mesh sockets by placing a node with its name prefixed by ‘SOCKET’. I thought to myself that that was probably a pretty obscure and under-tested feature, so I decided to test if I could get it to work with Blender .fbx. I placed a 200x200x200 cube in my scene, snapped the cursor to one of its vertices, placed an empty on the cursor, named it “SOCKET_socky”, and exported the whole thing to UE4. When I opened the mesh up in the static mesh editor, it seemed that I did, in fact, have a socket named socky, but it was at the origin rather than at the cube’s vertex where I placed it.

Image evidence:

(note: this result isn’t related to the fbx import scale settings, it works the same whether you have a 2x2x2 cube in Blender that’s scaled up by the importer, or whether you have a 200x200x200 cube in Blender that’s not scaled up by the importer. The socket ends up at the origin either way.)

I’ve attached my files for you guys to test with. [blender-sockets.][2] Make sure that “combine meshes” is checked in the import options, otherwise sockets don’t get imported.

Export Import collisions and Import combined meshes problem ¿?

On the link are 3dsmax and fbx files

https://dl.dropboxusercontent.com/u/42741661/prueba_ue4.

I have made all like on documentation UE4 , On 3dsmax collisions named correctly ubx_name of object associated , etc , .
Exported to fbx 2013 correctly , imported to UE4 , but collisions are objects , are seen to camera , not collide … and it seems are not associated to the object name object on any way

Like im oriented to arch viz , where hundreds of objects are on each fbx file , with this file prove , i see that if i export to fbx and import without combining meshes , al meshes are individual assets , crazy for arch scene. Then i supose that the way is importing the fbx combining meshes

And if i combined on import , all are like “attached” , lost individual properties posibilities of each object ?? Is this correct ? Or still i cant access to each object properties of that combined import objects ?

Thanks in advance

Hi guys!I’m am having a problem importing a tank that has turbosmooth on it’s wheels from 3DS 2015 to UE 4.5
The problem is that in 3ds the tank wheels that I turbosmoothed look smooth and nice,but when I import the tank in UE 4.5 they appear…bugged. And the verts and polycount in 3ds are 300 000 and so and UE 4.5 imports them only to 65000.Why it does that?Please give a fix.

P.S. Wheels have missing faces in 3ds after turbosmoothing,can it be from that?alt text