Missing Faces in Unreal Engine Viewport - Modeling Mode > Attribs > Edit Normals problem

Hi everyone,

I’m experiencing an issue where my model looks completely fine in Blender, but when I import it into Unreal Engine (UE5), some faces are missing or invisible in the viewport.

:white_check_mark: Things I’ve Already Tried

  1. Recalculate Normals (Outside) in Blender.
  2. Flipping Normals.
  3. Exporting with various FBX export settings.
  4. Tried double-sided materials in Unreal Engine to force rendering both sides.

Inside Unreal, I went into Modeling Mode > Attribs > Edit Normals. Interestingly, getting here fixes the issue in the viewport, but as soon as I apply and exit (I tried all settings), the faces disappear again.

Any suggestions or insights would be greatly appreciated. Thank you!

Hello there @ergin3d!

Unreal and Blender tend to have a rocky relation, specially with import/export processes. Since you have covered a few steps already, let’s review further options for a solution:

  1. First step, in Blender, ensure that all transforms have been applied before export, make sure your mesh is clean, and all normals are corrected (optional, apply Triangulate to all faces)

  2. Then, for Blender export settings:

  • Under Transform, set Apply Scalings to “FBX All”
  • Under Geometry, enable Apply Modifiers
  • For Smoothing, test with “Face” (if the issue remains, try “Edge”)
  1. Next, for UE import settings:
  • For Normal Import Method, switch from Import Normals to Compute Normals (or Compute Weighted Normals, test both)
  • Ensure Recompute Tangents and Use MikkTSpace are enabled
  1. Finally, post import, open your mesh in the content browser, and in the Details panel, enable Recompute Normals, Recompute Tangents, and Use MikkTSpace, then hit apply and save.

For an alternative pipeline, this guide provides a good approach, please check it out:

Thank you for the answer,
@brs-sebascova
I appreciate your effort.
Unfortunately, none of the suggestions worked.

I ended up using a brute-force approach and tried all the settings one by one.

In this case, disabling “Build Nanite” during fbx import resolved the issue.