Importing a Static Mesh Increases Vertices Count

When I am importing a mesh from 3dsmax to UE4, vertices count of a mesh is doubled from what it is on 3dsmax.
Here is the screenshot

28849-vertcount_3dsmax.png

I am following same steps mention in FBX export doc, its there some settings or way I m creating the mesh missing.

Thanks,

Pretty sure the other vertices are coming from the UV map. You can tell this isn’t hidden or new geometry because in both screenshots you have 960 triangles.

There is no UV map in it right now.

Thanks,

Triangulate every square polygon and you’ll see that its correct.
Nothing changes, just looks that way.

Now I understand how it works. Thanks for the help.

According to image #2, you have (2) UV channels on this sphere. Unless you specifically un-checked the option “Generate Mapping Coords” for this primitive in Max, then yes you do - whether you add one or not. Triangulating quads increases edges, not verts btw - but y’all seem to have it figured out.