I have a road mesh in a landscape spline, and there’re all of these gaps, all along it, any idea why this might be happening?
post some pictures so that we can see what is happening, then we will be able to help better.
I also have this problem. The meshes snap together perfectly in blender, but there is a gap between them when using splines in Unreal
It turns out that while modelling this mesh, there were a couple of verts sticking out that were suppose to slip in a groove on the second mesh. It must have seen the end of the mesh at those verts and placed the next mesh after, hence the gap. I went back in to blender and snapped the pointy verts back to the grid so they were in line with the rest of the front of the mesh and it sealed the gap. I guess you cant have interlocking meshes for splines. they need to be cut off straight for it to line the up properly. Hopefully that’s all it is for you too buddy
Hi. I have this problem too. When there is several meshs in a spline, there will be obviously trace between the two meshs. And there will be a gap between two spline.But the demo Landscape doesn’t have this problem. As shown in follow pictures:
How should I do to fix it? Thank for helping me!
I had the same issue and I found that it does not like the pivot point being moved from the center. It may be a math calculation issue. So I reset the pivot point to center. This solved my gap issue. Hope this helps!
Thanks, mate, this was my fix. I just had to snap the vertices back to grid!
hi @Gampersnaz
I had the same problem, and you should align all edges node.
select all edges node, then right click, go to snap vertices. I suggest to use first Item (selection to grid). finally u should do UV editing process and export fbx.
I was also facing the same problem, but the mesh is well aligned, with no vertex out of alignment. That’s when I realized that the problem happened after I activated the nanite system with FallbackRelativeError=1. And, by doing FallbackRelativeError=0 the problem was solved.