Importing Meshes

Hi,

Please could you make it easier to import meshes, so far there is a lot of time spent rectifying the meshes mostly to do with the UV maps, I’m not sure why this is an issue, but I have tried importing and every mesh is an issue.

Even if you could provide a simple step to follow that would ensure all meshes will import as intended would be great.

Thanks

What exactly is your problem with the import of meshes (probably we can help you)? -> uv’s normally dont cause any problems, just the 2nd uv channel (lightmap) can be tricky :slight_smile:

Hi Sanjshah,

The import process with UE4 is fairly straight forward. There is some required steps from users to setup their meshes to meet certain criteria though before importing. This will need to be done with your 3d modeling software.

Once you get a good workflow down you won’t have as many issues.

You may have already read out documentation with FBX importing, but I’m linking here just incase.

FBX Import Options References

FBX Best Practices

You do have the option to make a 2nd UV channel within UE4 with the auto-generate feature in the mesh editor/viewer but this is only recommended for simple objects as it will not give optimal results with more complex objects.

If you have any other concerns/questions feel free to ask! :slight_smile:

Importing is one of the easiest things inside UE4, lol.

Thanks for replies, I apologies but it may just be me, I thought it was a straight forward process of importing the mesh but it seems I also need to add another UV map.

Does anyone have a simple instructions of what should be the process?

Could I confirm that the following questions please:

  1. Move all meshes to 0,0,0 in 3D
  2. Should materials be applied to each mesh or should this be completed in Unreal?
  3. Should I group all meshes in a model or keep them separate?
  4. Should I apply a UV to each mesh or a group?

Thanks

Those are the basic steps that you have to take care of when you create a model for the ue4:

  1. create the mesh
  2. uv map it / create the material slots
  3. add a 2nd uv channel -> lightmap

Optional:
4. create a collision
5. create lods

  1. export the mesh + texture
  2. import the mesh + texture
  3. create a material out of the texture
  4. assign the material to the mesh

  1. yes, move them to 0,0,0 -> otherwise the pivot wont be in the center of the mesh
  2. in the ue4 you just create the materials which can be assigned to the material slots:
  3. it depends on your model
  4. every mesh needs a uv for the texture -> uv mapping (when you dont use dynamic lights you will also have to create a 2nd uv channel)

https://docs.unrealengine/latest/INT/Engine/Content/FBX/StaticMeshes/index.html

Many thanks for your reply,

Consider a table mesh (this currently consists of the legs, table top and drawer as separate meshes), I have these grouped, should these all have 2 separate uv for each mesh or one?

Thanks

Create one uv and then uv map it -> search on youtube for a tutorial about that topic (unfortunately I cant send you a link now, because atm I dont have access to youtube :()

No problem… This video shows it quite ok :smiley:

://youtu.be/homulNbrD-8

:wink: Thx for posting. Totally forgot to post a link