Hi there,
I’ve been having a lot of importing issues recently… Although I’m not knew to 3D, I’m just getting to grips with UE, so perhaps it’s the method I’m using (I can hear the voices already – lol).
I’ve created a building in 3dsMax, it’s mainly one mesh with a multi-sub material, which has around 30 sub materials. There are about another 20 objects with it. I export them together as an FBX file.
When imported in UE, over 20,000 shaders are computed (!)… and the textures don’t appear even after that. :-/
Without naming names, model works fine in another engine. Strait away… It would be great for me to be able to use also in UE. Unfortunately I’d rather not share my model publically at the moment – so my apology if that makes more difficult to answer.
When importing, I’m prompted to split the model up, which I guess will create less shaders. However I’m not sure how much splitting up needs to be done to come down from 20,000 to a reasonable number. Are there any suggestions before I report as an issue to AnswerHub?
My mapping doesn’t always get imported correctly too. :-/
Cheers.