I’ve created a relatively detailed FBX exported from Blender. The detail is there in the FBX when previewed in Windows 3D Viewer. But when I drag the asset into Unreal, it’s decimated so far that you can’t even see many of the faces.
But when I enter Modeling mode and select it and hit Poly Edit, all the detail is there. It’s just not visible in the viewscreen.
How do I get Unreal to show me the FBX as it is, before being decimated?
Hi there, It may be your normals. In blender try shift N to recaluclate the normals. Im not 100% sure what the problem is becuse i would have to see it for myself. One thing you can do is use back face culling. This will show the faces of your model and what they will look like in game.
off:
on:
Another thing you can use is face orientation. This will show the faces. Blue means your nomals are ok, red means you normals are wrong.
It looks like this:
One last thing check you modifers are ok and are applying.
Hey, thanks so much for your help. It turned out to be a glitch in my project. This project was started in UE5 Preview, and even though I’d updated it to UE5, there must have been some LOD issue going on in the update. I imported the model into a new project, and voila, all the detail was there.
I hope no one else will have to suffer a day like yesterday!
To anyone else having this issue, here is another solution. Double-click your mesh in the asset browser to open it up. In the Details panel, click the three dots next to “Source Import Filename” and select the original mesh file. After it reloads you should see the high-res mesh appear. I am not sure why this happened to my project, but it works.