Fbx import problem - no smoothing groups


I have a very strange problem with my fbx files in new beta version. I tried to import fbx files, that I have create some weeks ago, but somehow I can’t import smoothing groups anymore. exactly same files worked perfectly with older version of UE4.

  • blender → fbx files import correctly
  • 3d max → no smoothing groups

Any suggestions what could be wrong or where there any changes in new beta?



After import open your static mesh and enable Recompute Normals and Recompute Tangents Under LOD0 and save it. That should fix it.

You are a genius ;D Thank you for your answer, it works now. Have they changed that in latest build of UE4?

Glad that it works. :slight_smile:
There was an answer to this same thing a couple of days ago from Epic, but I don’t remember if it is an intentional change or not.

Hi Philipp,

I am glad that you were able to resolve this, but we have not been able to reproduce any issue. An FBX exported from 3DS Max with Smoothing Groups enabled in Export Options does not experience any issues for us when being imported into Rocket.

If you are able to give repro steps or provide any more information regarding this issue, please let us know.



Here are my steps:

(As 3d modelere from my team just has experience with blender, I always have to import model into 3d max to create collisions and LODs → it sounds a little bit inconvenient, but it saves us a lot of time ^^ )

  1. 3d artist creates model in blender
  2. he exports it as a fbx file
  3. I import it into 3d max
  4. I add collision, LODs,… and then I have to click onto smooth button, because 3d max disables smoothing groups from blender
  5. I export it → you can see my export settings on picture
  6. I import it into UE4
  7. Now I get this weird looking mesh (picture)
  8. After I have enabled “recompute normals” everything is like it should be

Export settings:

Strange Mesh:

After recompute normals:

You can also find a 3d max file in “Philipp” folder on FTP Dropbox

I hope those informations are useful for you :smiley:

I used same steps with older versions of UE4 → it worked well, that’s why I was a little bit confused

Hi Philipp,

Thank you for this information. I was able to successfully reproduce issue by using an asset created in Blender, but given smoothing groups in 3DSMax. A report has now been entered into our bug database.

Thank you,



I also encountered this problem and found that enabling recompute normals fixed it.

I also found that by having FBX exporter in 3DS Max set to 2013 eliminated need to have recompute normals turned on in UE4.


Hey ,

Thanks for your response, but this is an old archived answer from our beta users, put here for reference.