I am exporting my 3D meshes from Blender as FBX files into Unreal Engine 4 using Import Into Level. I choose Import Normals (and Import Normals and Tangents when I enable Blender’s FBX exporter option of Tangent Space) as the Normal Import Method in the Import Into Level dialog. I get a static mesh highly similar to the mesh I get when I import as an asset through the Content Browser’s Add/Import function (which I get no errors with), except the mesh seems to be missing some pieces of it and appears like this:
This behavior occurs for both the Blueprint and Level Actors choices for the Hierarchy Type of the Scene tab in the Import Into Level dialog.
I have exported Blender meshes as FBX with the Tangent Space option for Geometry selected and de-selected(not chosen) in the FBX exporter:
And the behavior mentioned above still occurs with the same Import Into Level options detailed above chosen.
The high poly mesh when subdivided by two levels (at 15.4k triangle count) with smooth faces and rendered in Blender with Blender’s default Eevee rendering engine shows no holes anywhere. But in Unreal Engine this high poly mesh does have holes in the nose and other areas as seen in the screenshot above. When I utilized a lower poly version of the same mesh and compared the mesh in Blender and Unreal Engine I saw no holes in any of the two programs.
I then experimented to see if higher poly meshes were giving me issues in Unreal Engine by exporting a one-level subdivided mesh with a 3.9k triangle count and found a hole on top of the nose when rendered in Unreal Engine and even after triangulating the model in Blender before exporting, the missing nose area persisted:
So I manually edited the nose area of the mesh by diving the polygons at a further vertex so as to make the triangles bigger and not so small as in the image above, and this seems to have fixed the issue and Unreal Engine now renders the full mesh without any omissions:
Now, the missing nose piece DOES NOT OCCUR in the original(premade asset) one-level subdivided mesh WHEN importing the mesh not as a scene but as an asset using the Content Browser’s Add/Import function. And similarly the two-level subdivided version of the mesh(highest poly of the meshes I worked with for this case) is rendered fine in Unreal Engine too without holes when importing with Content Browser’s Add/Import.
Does anyone have any suggestions as to what the issue might be with the mesh missing pieces when using Unreal Engine’s Import Into Level?
Also, why is my mesh so small when imported using Import Into Level? Is this related to the underlying issue of the mesh not being rendering fully?