Hi all,
I’m hitting a wall trying to get a simple cylinder from Blender into Unreal Engine. I’ve spent about 8 hours on this with no luck.
Setup:
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Blender: [ 5.0.1 ]
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Unreal Engine: [5.5.4]
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Export Format: Tried both FBX and GLB/GLTF
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Mesh: Simple cylinder, basic metallic material.
The Issue:
Upon import, the cylinder shows strange dark streaks/shading artifacts on the vertical edges, looking like inverted normals.
Crucially: If I create a new basic material in Unreal and assign it to the mesh, the shading fixes itself.
Troubleshooting steps taken:
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Blender Side:
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Applied all transforms (
Ctrl+A→ All Transforms). -
Tried both Shade Smooth and Shade Flat.
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a progressivily added more seams to the mesh for a better uv map
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the current material is basic, but I initially tried one with normals, roughness, and everything else but the problem was the same."
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Export Settings (GLB/FBX):
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Ensured “Normals” and “Tangents” are checked.
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Applied scaling (Y-Up for GLB, Z-Up for FBX).
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Unreal Import Settings:
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deteckt normal maps: ON
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recompute Tangents: off
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remove degenerates: off
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Despite all this, the artifacts persist unless I replace the material in Unreal.
Does anyone have experience with this specific interaction between Blender materials and Unreal imports? Is there a setting in the Principled BSDF or export config that breaks the tangent space?
Thanks for your time!


