I keep getting these weird areas on my mesh that are missing faces, I’ve already checked normals in Maya, I textured in Substance painter without a problem and the model baked fine in there so I know UV’s and normals should be fine, I also surfaced in Maya and it looks fine there, I’m new to UE so I’m not sure what is happening.
If the engine can’t convert the geo on import, it does things like insert / remove faces. So there might be a bit of errant geo.
I was actually able to figure it out, by going into modeling mode > under attributes select “Nrmls” and change the Normal Calculation Method to Area Angle Weighted on each mesh and that seemed to solve the problem.
That’s good to know
This indirectly solved an issue I’ve not had before with Blender, usually these imports work flawlessly. I followed your steps, but the only thing I needed to do was click “fix inconsistent normals” under the same edit normals function in the modeling mode and it fixed the issue. Thanks!
I had the same issue, my reason was that the mesh in maya was about 2 cm tall which unreal didn’t like on import. i just imported the mesh with “Import Uniform Scale” at like 200 and it’s fixed
I had ran into a similar problem. and unfortunately the solution here did not solve my issue as it has for some others. Although I did solve it another way. In maya if edges are too close together it seems to clash when importing into unreal engine. I solved it by increasing the size of the model in maya itself - hope this adds to the post
thank you so much this is working for me