My mesh gets distorted whenever I import it into Unreal

So, every time I import my string of lights into Unreal, it gets distorted. It’s supposed to look like the third screenshot (I had to test a single lightbulb import into Unreal). Instead, it gets warped like the second one. I don’t know what it is going on. I don’t know if I am not clicking on something that I should in the Import Settings. I made sure to enable Smooth Groups when I exported as a .fbx file from Maya. It’s fine as a single bulb, but when I so much as add a cord to as a mesh, as seen in the first screenshot. I don’t know what to do. (BTW, the reason why the screenshots are out of order here is because Unreal Support has been crashing so now I’m just trying to type this down before the next crash).

Check if you have any rogue vertexes floating around. Select by face, not component in your 3d app and delete the rest, this is what has caused this problem for me a couple of times in the past

Thank you for reaching out. To effectively debug this issue, I may require a bit more context.

My initial assessment suggests that Nanite may be active on this asset. Could you please confirm if this is the case?

If Nanite is, in fact, enabled, the scale of your mesh informs the accuracy of auto position precision, so it likely requires an adjustment to the position precision setting within the meshes Nanite settings for more accuracy.

Changing the position precision from auto to a selected precision measurement will increase how precise small details are retained on the mesh and give you more control. This will have trade-offs potentially as you will be storing more data for accuracy.

For detailed instructions on how to modify this setting, please refer to the official documentation below:

Nanite Virtualized Geometry in Unreal Engine | Unreal Engine 5.0 Documentation | Epic Developer Com…


Please let me know if Nanite is active so we can proceed with further troubleshooting if the precision adjustment doesn’t resolve the issue.