How to fix a high poly FBX blender asset being messed up when imported into UE5.1 ?

I’ve created a high poly sculpt in blender with about 14 mil faces (~28mil triangles). As a test I wanted to import this high poly asset into UE5.1 to see if I could skip the process of having to bake the high poly texture onto a low poly model. I’m building the scene for cinematics, so performance isn’t really important for me.

However when I pull this fbx into UE5.1 the entire model is messed up.
What am I doing wrong, or is this simply not possible in UE?


When you import it into Unreal do you have Nanite enabled?