I’m trying to move my project from Unity to Unreal and having a dog of a time figuring it all out. Two of my FBX files crashed Unreal on import, but reexporting them from Blender fixed that. I still get messages about no smoothing groups exported for all of them, but I can worry about that later and reimport if need be. I just want to get a simple scene setup to see if I want to stay in Unreal or go back to Unity.
The problem I’m facing is that Unity is much nicer with regards to importing multi-mesh FBX files and working with the individual meshes. In Unity, if I import, say my door model which has the door and some things attached to it as well as the hinges and things that are unique to that door, everything is imported as a single prefab. In Unreal, I have to import them all as separate meshes. This is fine, albeit annoying. I just create a separate folder to hold those meshes, dragged them all into the scene and create a blueprint from them so I can use them as one object. Because the official docs for moving from Unity say that Blueprint classes are the equivalent of Unity prefabs. This is fine for some simple objects. But for something like my door, where there are a mixture of moveable meshes (the door and its window) and static meshes (the hinges and latch) I’m not sure I’m doing things correctly. When I set the door to moveable and the accessories to static and create a blueprint, everything is switched over to moveable. If I change the accessories to static, the blueprint itself becomes static, but the door remains moveable. If the blueprint is static, will the door still behave as though it is moveable? Trying to change the blueprint back to moveable crashed Unreal. It seems to do a lot of crashing.
This isn’t necessarily a problem for my door. If the hinges don’t get lightmapping data or whatever, it isn’t the end of the world. But for larger blueprints, it would be very nice to know that I can mix moveable and static objects in the same blueprint. If blueprints aren’t the best way to create one object out of several meshes like Unity does automatically, then what would be the best way to do that?