![241853-hollowparts.jpg|940x1128](
Using the basic cube mesh from Unreal: Everything is fine
Using my imported fbx from Blender: Problems. The parts come out hollow.
I have no idea what is the cause of this. I have tried with couple of different meshes from blender and always the same. I have played around with all the settings on apex destructible mesh generator.
When importing: Only complain i get is the “no smoothing group error” and used this “Fbx import problem - no smoothing groups - Asset Creation - Epic Developer Community Forums” to fix it. Dont know if its the reason for problems.
Thanks in advance if anyone has ideas.
Hi Snake Summoner,
Try importing in the file I have attached to your project and see if you have the same issue once you create a destructible mesh. Also if you can provide your fbx ill try testing it on my end.
link text
I think the “glass like” happens when your mesh is not closed. I had the same problem when I imported CAD files that were adjusted in max. In max is a tool that can find any open edges in the geometry and as long as there are some your mesh will look like that.
But thats just a guess.
[link text][1]Sorry for slow answer. Your part worked fine and i ended up getting working parts out of Blender myself too
I troubleshooted this myself today and at the end found the reason and its kinda weird and maybe opens up “new doors” because using this bug you can create glass like shattering from objects.
RESOLVED: The problem exists because of this: If you create a flat surface on Blender and add the “solidify” modifier to it without actually applying it but just letting the modifier hang in there. Then select one of the newly created faces and drag the plane into a cube or whatever. Fbx export this object to Unreal and using the apex destructibles will now produce glass like shattering instead of fragmented blocks.
Blocks.zip contains both a fragmenting fbx cube and shattering fbx cube. Made from solidifying the same flat plane except other one was applied before exporting