(I have been learning and using Unreal Engine since a few months.)
I have imported a static mesh (plant model) from Blender as .fbx and spent some time to create a custom material for it in Unreal. Everything looks good, except that the material does not show on a part of my mesh (some petals on the flower), instead they appear transparent. I tried applying some Megascans materials to the model, just to make sure that it is not a problem with my material, but the problem remains the same.
Any advise on what could be wrong is much appreciated. Below are some screenshots to better explain the situation.
This is how the mesh looks in Blender, before exporting fbx:
This is how it appears in Unreal - less petals:
When mesh is selected, the outliner shows the same mesh shape as in Blender, with some parts transparent:
Wireframe also shows more geometry than the material displays:
Random Megascans material applied to the mesh - same problem:
Notes: I did not create this asset myself, it was part of a plant asset pack I purchased. UVs of the original model were overlapping, but on import Unreal has generated non-overlapping lightmap UVs. Changing light type from static to movable does not help.




