If you could offer one piece of advice to new UE4 Users...

Finally Maya LT is getting Export to UE4!!

That was a great when we were using Unity so I am happy they are bringing it to UE4… about time!

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How do you bypass the 65K polygon limit on FBX transfer? My character alone would exceed limit. If there is a way to bypass , or Autodesk would be kind enough to up limit, I can seriously considered…until then…
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We are able to get past the 65K poly limit fairly easily (usually) however because we make mobile games (lower poly) and we always bake our normals before exporting and the poly count is fairly low. On the rare occasion that we want to export huge scenes all together, we have had to break it up and reassemble in UE4, but wasn’t so bad.

*Hey , I have only developed mobile games for the last several years, but I am surprised when you say that your “character alone would exceed limit (65k polys).” To me, that seems extremely high! * Is that a normal poly count for PC games?! Maybe I am out-of-touch with the times as I am always forced to optimize for mobile. Or maybe you are wanting to export out of Maya LT with high-polys, then bake to normals using xNormal rather than the built-in Maya tools? is a serious question… is it normal to have your character exceeding 65k polys?