2021 and still an issue. The standard fbx importer direct to unreal file system works great but importing an fbx scene from blender (2.93 at time of writing) using unreal Import Into Level gives same issue as reported here 3 years ago.
You can go through all the pain of scaling it up by 100% in blender etc. but you have to apply scale and it’s a pain with instanced meshes etc. This is a better workaround.
- Set units to Metric and unit Scale to 1
2)Make sure everything has applied scale in your scene so it’s all at 1 [edit] actually you don’t need to do this works great so if you have instances mirrored and other scaling it comes across ok]
- Create an empty and parent everything you want to export to it [edit do not nest empties for some reason doing that makes the scale on the meshes go to 0.001 in the level even tho the mesh asset comes in at correct size so just have one parent empty per set of meshes and do multiple exports each with their own parent empty if you have large chunks of scene you want to group] Make sure main parent empty is at world origin and not scaled or rotated
Select everything you want to export to fbx including the empty
If you want to export instances do not apply modifiers or you will get a unique mesh created for each object instance so you instances need to be in a state that you want for export (i.e. triangulated with correct normals etc) and all linked with same mesh name.
Export as fbx and set it up like this, the important items are not to use space transform and select apply transform (just do it exactly how I have it in screen shot to start with)
In unreal open the level you click on import into level

select the file and select the folder you want to import into
In scene you should see all the individual objects that will get imported along with the empty as a parent
Select create content hierarchy if you want to recreate the parenting in the folder structure and Create Level Actors
In static meshes you should just see the unique instances
Hit import the scene will come in at 90 deg however all the meshes are the correct orientation in the folder structure and scale
Just select the Parent in the world outliner and set the rotation to 0
Now everything is the correct rotation all the individual assets have the correct rotation and scale and everything has the pivot point that you set in blender not defaulting to world 0, happy days.
At this point you can delete the parent in the world outliner if you want.
hopefully this helps someone so they can avoid the pain I went through figuring it out.