I've been trying to import my first blender model to unreal but one part of it isn't working properly

I just finished my first model in blender yesterday and since then I’ve been trying to export it properly into unreal engine but when I do, this part does not export correctly:



the part that the camera sees is not shown for some reason, the rest of the project works but only this part does this.
I have tried to export it with different settings in blender exporter with no luck and also tried to change the material both in blender and unreal.

Normals are inside out :wink:

Try setting your material to “2 sided”

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@doctorpepperdan @ClockworkOcean how do I fix/do that?

From Unreal Engine go to the Modeling tools (must have Modeling Tools Editor Mode plugin enabled) > Normals > Set Fix inconsistent normals to True.

From Blender go to Edit Mode > Press A to select everything > from the top bar go to Mesh > Normals > Recalculate Outside.

In the material, click on the main material node, in it’s settings there’s a checkbox called “2 sided” this usually works for me when I encounter this, may not be the most proper but it’s a quick easy fix

This guy’s the real hero I’m so glad I now know about this functionality

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Where do I find normals? I added the plugin and restarted ue5

Here:

Thanks!


I cant use it…

1- Return to default mode.
2- Make sure the static mesh you want to edit is the only thing selected.
3- Switch to Modeling mode again.

oh, I use a skeletal mesh, is that ok? also sorry for 1h late I got wood in my leg by accident xd

Oh, I hope you’re fine!

If it’s a skeletal mesh then you’ll need to fix it by recalculating normals in Blender.

thanks, and sorry for the late response again, it worked xd

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a good way to sanity check this in blender visually
BlenderFaceOrientation

this setting will override the texture of the faces. if the normal of the face is pointing toward the camera the face will be Blue, and if the normal of the face is pointing away from the camera the face will be red

with this setting just do a few orbits of the model in “Solid mode” for if you see any red.

NOTE: this does not work in wireframe, and will attempt to blend with the assigned texture in Material Preview mode.

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