I am currently trying to import a mesh into UE5 and am noticing that the imported geometry has less polygons than is actually in the fbx file and is causing some small visual issues. I have tried quite a few things, increasing the tessellation on my mesh, going back and forth from quads and tris, and every time it imports with exactly 2000 triangles. When I open the same fbx file in 3d viewer it reports the same amount of polygons as 3DS max (~6500) and looks fine. Any ideas whats going on?
EDIT: I should also note that I dont get any errors when importing!
Try untilcking “remove degenerate triangle” in the import options. UE looks at the mesh and removes triangles that have sides that are too small where 2 verts are on top of eachother, sometimes this setting sees a small gap but interprets it as degenerate.
N O T E
In Early Access, the the Triangles and Vertex statistics displayed in the Static Mesh Editor refer only to the proxy mesh, whether or not Nanite is enabled. To see the original triangle count, Nanite must be temporarily disabled on the mesh.
I think this may be why some of the Quixel assets showup as low poly and not Nanite even though it’s enabled? In 5.1 the FBX import has to have “Build Nanite”, unchecked in order to select the “Remove Degenerates (triangles)”, option. It produced the detailed scan I captured with RealityScan vs simplified polys.