problem importing mesh from Blender

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:

  • Blender: [ 5.0.1 ]

  • Unreal Engine: [5.5.4]

  • Export Format: Tried both FBX and GLB/GLTF

  • 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:

  1. Blender Side:

    • Applied all transforms (Ctrl+A → All Transforms).

    • Tried both Shade Smooth and Shade Flat.

    • a progressivily added more seams to the mesh for a better uv map

    • the current material is basic, but I initially tried one with normals, roughness, and everything else but the problem was the same."

  2. Export Settings (GLB/FBX):

    • Ensured “Normals” and “Tangents” are checked.

    • Applied scaling (Y-Up for GLB, Z-Up for FBX).

  3. Unreal Import Settings:

    • deteckt normal maps: ON

    • recompute Tangents: off

    • remove degenerates: off

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!

If it’s just an issue with normals being inverted see here:

How To Inverted Normal Heights - Development / Asset Creation - Epic Developer Community Forums

Look like normals problems to me. First remember when exporting FBX you need to set in export dialog in Blender geometry>smoothing>face. Second try adding weighted normals modifier in Blender. That way when you import fbx with “import normals” option it should work. Alternatively using modeling tools mode in unreal (shift + 5 i believe) use normal tools there to calculate weighted normals inside Unreal. Modeling tools used to be plugin in unreal, no idea if it is turned on by default.

Thanks for the reply, I really appreciate it. Unfortunately the problem was something else, possibly a bug. I managed to solve it by updating Unreal Engine to 5.7.

Thanks for the reply, I really appreciate it. Unfortunately the problem was something else, possibly a bug. I managed to solve it by updating Unreal Engine to 5.7.

You’re welcome; glad to hear you fixed it.