Possible bug with Static Mesh Import in UE4.4.2

Hi there,

I’ve noticed some strange behavior with the static mesh import in the lastest version of the engine.

It seems that the engine split all vertices during the mesh import (same goes for LOD Levels).

Before updating to 4.4.2 a rock 308 verts/ 612 triangles in Maya 2015 had the same amount of faces and vertices in the Unreal Engine.

Now after the update the same rock has 308 verts/ 612 triangles in Maya, but 1742 verts / 612 triangles in Unreal…

That is weird, since even if you would split every since vertex on the mesh you would only manage to get 924 vertices.

Has anybody noticed the same issue?

Hi Lestat,

Meshes will import this way. UE4 will look at the vertices individually. For instance, if we look a a corner for a box that. That’s three faces with 3 separate vertices intersecting. The engine will not count this as one vertex but as three separate vertices.

You mentioned you noticed differences in previous engine versions. Which version was it different?

Also, would you mind providing a simple test asset or suggest a universal shape that I can replicate on my end in 3Ds Max?

Now if you could list out your detailed repro steps to get the vert issue and I’ll test on my end and see if I can provide a clear explanation for this behavior.

Thank you!

Tim

Thanks Tim,

I’ll send you some assets and some steps to reproduce. I would be happy to know what exactly is causing that issue to avoid it in future…

I’ve noticed that issue the first time in version 4.4.2

You can post the link to the asset here or if you’d like it not to be public you can send it via private message to my user account on the forums.