Import issue causing materials to be messed up

I have downloaded a car model off the internet and exported it from blender as an FBX to use in my game. when i imported it i had the same issue as this discussion post with the shading … Blender to Unreal shading problems .. when i used r.raytracing.nanite.mode 1 it fixed the import issue but i also need to fix the windows and headlights because none of them are glass. This brings me to my question/issue when i change the materials to a glass material the issue comes back.

Hello there @gwh0014!

Glad you found a solution for that shader conflict. As for the glass windows and lights, there’s nothing wrong with that in your model. You are just encountering a troubled interaction between Nanite and translucent materials, which pops up from time to time around the community:

At the moment, Nanite can’t fully support translucent in the same mesh. When a material like that is added to the setup, the mesh reverts itself to it’s fallback mesh, which is a heavily reduced geo model for rendering at long distances (think about a very aggressive LOD).

The most usual fix for this, is to separate the car’s glass elements (windows and lights in your case) into a different, non-Nanite mesh, which will leave the car’s body alone, and won’t affect your current setup. If that’s not possible, maybe due the glass geo being too incorporated into the mesh, you would have to disable Nanite for the whole car body.

Alternatively, you can try using a modified glass material, set it to Opaque, and fake the transparency effect using fresnel or reflections nodes. But at the end of the day, the best approach will definitely be separating the glass from the car’s body.