Maya Import Isnt Showing the Walls

I created a building in Maya and everytime I import it into Unreal 4, depending on how the camera is angeled, the walls wont show up. Anytime I insert a new building, if you look through it, the back wall will disappear, exposing the outside. Does anyone know how to fix this problem?

Make sure that they are solid or that the normals are pointing into the right direction :slight_smile:

Hey! I am really new to using unreal 4 so what do you mean? I made sure that double sided geometry is on but my building, depending on the angel of the camera, looks like there are no walls. What are normals? and by solids do you mean a static mesh? You can also direct me to a link if you know of one that has to steps of importing a maya static building into unreal 4. :slight_smile:

solid -> that the mesh has two sides (two faces that are pointing into the right direction)
normals -> ://wiki.polycount/wiki/VertexNormal :slight_smile:

Thank you! This is going to sound really lame but how can you tell that the two faces of the building is facing the right direction? Again you can just send me a link if that is easier. Thank you again!

In Maya from the Attribute Editor go to Mesh Component Display and check Display Normal. If your normals are facing the proper direction you will see green lines sticking outwards from each face.

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So my normals are facing in the right direction? I am making a space corridor

Looks like they are facing the right direction. The lines are a bit too small on my screen for me to see most of them. In case you want to increase the size, from the top menu go to (1)Display–>Polygons–>Normals Size. You can also toggle the Normals on/off by clicking on Face Normals from the same menu. Hope that helps.

Thank you so much for helping me. So here is what I made

I changed the mode to edge and then I extracted the edges of the face to create the walls and floor of the corridor. This is the finished product but everytime I import it into Unreal the cieling, floor, and walls are invisible depending on what angle you are at. Also I did not set up any collision. I dont know if that has to do with it. But do you know what I should do?

Try selecting the faces that are invisible and reverse the normals. From the top menu go to: Mesh Display–>Reverse and see if that solves the problem. If not, upload a single piece of the section so I can check it on my machine to see what is going on.

Also, have a look at this video on youtube: ?v=EEy3mOPH8Gc

I tried but nothing is working for me. Do you want me to email you the maya file because I cant upload it onto here. At least not that i know of

Do you want the Maya File?

In your case the normals have to point into the inside of the mesh -> because the player wont see the mesh from the outside :slight_smile:

  • for parts that should be seen from both sides, you will have to make them solid

You can also enable “two sided” in your material, then you will see both faces

Use backface culling then you can visually see if the face normals are pointing the right way. In the viewport click > rendered menu at the top > high quality render click the box to the right, this will show a pop up window - check occlusion culling and make sure the drop down says single sided. Picture here

This way you can always see when normals are facing the wrong way. If they are you can use the flip normals in the normals menu under polygon section (highlight the faces, hold shift and hold RMB to then go to the face normals menu then Reverse Normals.