Imported Mesh gets messed up in Unreal Engine

Hello dear Dev Team

This is about my Mesh / Geometry gets messed up inside Unreal Engine.

But before the question and search for help:

I must sayu I admire this Community andt the competent answers I find here. Every time I have had an issue that was not just the obvious solution and one had to go a little deeper, this has been the goto place … everytime.

Thank you for your support and answers.

NOW!

My problem is, that my Mesh / Geometry gets messed up inside Unreal Engine.

It looks like there is some Flawed LOD going on, or some reducement of polygons / meshes that is just out of wack. Try to look at the attached screenshots with a comparisson of how the geometry look in the other 3D softwares i use, compared to hwo it looks in Unreal.

The screenshot of the good looking Mesh in the other 3D softwares, is the exported Mesh I have reimported to check how it looks after the export.
I think I have tried all export settings that is available, bought plugins for the same purpose for my 3D software tools. I have watched every tutorial there is on Youtube about exporting your mesh, and I am 99 percent sure, that the problem not is within the export.

I have tried several LOD setups in Unreal Engine and this version of the Mesh is at level 0 with High detail settings. (Tried all the others too.)

It is on all my imported Meshes.

I have tried to make a new project; same result.
I have send it to a friend, who opens the project on his computer; same result.

I am convinced that it is a matter of ticking one silly box some place in this huge amount of choices that is available and it can easily also be a rookie mistake. I just dont know where to locate the solution.

This particular project is a VR project and I think this happened when I changed the settings of the Meta XR, which I now cant seem to roll back.

Any advice or thoughts?

Thank you.

// Brokop


That looks like the LOD, inside the details go to HLOD section and see if its set to 0

Hi and thank you for your answering.

I agree. It looks like some messed up LOD. :slightly_smiling_face:

But as i also wrote, I have tried adjusting the LOD settings on the mesh, but nothing is happening when changing the Details here. (The objects you see are set to 0 and "High level detail.)

I am looking into the HLOD overall Editor preferences and World Settings, but nothing seems to like do any difference. Any insights on the matter is much appreciated.

I have also been wonderig if it is the general Camera Viewport setting in some place. In the Template map the camera is pushed far, far out, so I am wondering if the Cameras “distance” is triggering something, even though I am close to the object. Makes sense?

It could also look like it has put in some Proxy default meshes. Having a hard time figuring the Hiearichy out.

Did you check your Engine Stability Settings

I cant find much documentation about “Engine Stability.” But there is a lot about “Engine Scalability” and all settings are set to “Epic or Cinematic”.

Thats what i meant

I had a similar issue with my mesh. Changing the material fixed it for some reason. Here is a before and after of my mesh, it also had nothing to do with LOD.


Hope this is able to help someone.

Hi, it might be worth checking the material or vertex normals of the mesh. Sometimes reapplying the material in Unreal fixes such issues.

HEY i just spent like 2 hours tryna solve the same issue and for me it was very much a case of “check this box and it fixes”

i am new to unreal so it could go deeper than this, and you might want it enabled for one reason or another but, for me i just unchecked “enable nanite support” in the editor thing, above the LOD stuff after finding out it can change ur meshes. make sure to hit the apply changes button too!

really hope this helps