Mesh Terrain: Converting to Static Mesh results in flat geometry

Hi, I’m using Unreal Engine 5.8 and trying out the new experimental Mesh Terrain / MeshPartition system. I have a Mesh Terrain with mountains, and it looks correct in the viewport.

I’m trying to export the actual terrain geometry to FBX so I can edit it in Blender. I tried using Modeling Mode → Convert to convert the MeshPartition into a Static Mesh.

However, the resulting Static Mesh is almost completely flat. The mountains/height information are missing. The original Mesh Terrain looks like this

After using Modeling Mode → Convert, the resulting Static Mesh looks like this:

My questions are:

1. Why does Modeling Mode → Convert produce a flat Static Mesh?

2. Is there a correct way to convert/export the actual Mesh Terrain geometry, including the mountain height, to a Static Mesh?

3. What is the recommended workflow to export Mesh Terrain to FBX and then use it in Blender?

Basically, I want to do: Mesh Terrain →

Actual terrain geometry with mountains → Static Mesh → FBX → Blender Thanks!

Hello there @Araya493!

Since this is a new, experimental feature, and there’s no established workflow yet, I installed a fresh build of UE 5.8.2, activated every plugin, and tried to reproduce this on my end, following UE’s doc on the matter.

Started in an empty open world, created a simple Mesh terrain, sculpted a bit on it, and added two modifiers, brush and noise. After that, I went for Modeling Mode > Convert, and obtained a static mesh that kept my changes on it.

That alone already differs from the result on your end. After that, I used Asset Actions > Export, and saved it as a .fbx file, which I was able to import to Blender, where it’s shape remained the same.

So, the Convert function should be able to keep your changes, yet it’s resulting in a flat plane. Something’s different on your setup, meaning it’s a matter of figuring out what that is.

Considering your mountain is built in the center of a four section Mesh terrain, I figured the issue could be that the Convert function can only be done by section, not the whole piece. Tested with a second mesh, sculpted right in the center, then converted a single section, yet said section managed to hold it’s shape.

My suggestion here would be to reproduce this very same test on your end, in a clean project, to rule out components, either on your mountain asset, or on your UE build. This feature remains experimental, so unexpected results are prone to happen.