Hello! I’m a beginner in Unreal and trying to import some assets from Blender to Unreal Engine.
I made sure the normals are flipped correctly in Blender but for some reason, in Unreal they flipped inward. I tried checking & unchecking the ’ Invert normal maps ’ option in the Unreal import window and nothing happened. Thank you!
Did you read somewhere you need the normals back to front? I find they work fine.
Do you mean if I flip them to all red in Blender? Yeah I tried that but that created lightlmass problems. When I baked the lighting all planes were black, because they’re supposed to be inward.
Enable the ModelingToolkit plugin, you can more easily edit the normals there.
Hi! Did you apply-ed the rotation and scale in blender before export? Some times, the normal flips, after export if you don’t apply the rotation and scale. For this, select your model in object mode, then hit ctrl+A, and apply rotation and scale
Yesss, applying the rotation and scale worked. Thank you!
If anyone still has this problem even if your normals are correct, and you already applied rotation and scale in Blender, you could try ‘Reverse Culling’ under the Lighting settings of your mesh details.
None of these solutions listed on this thread worked. Must be a bug in Blender with exporting Forward +X and Up +Z. I hate blender for the amount of bugs and restrictions and limitations. This is been my experience w no fix since Jan 2023
To help people who tried everything here but nothing worked, one last resort if you are getting inverted normals or faces when importing an fbx model from Blender into UE5:
First, check the normals on each face of the model in Blender: If you have Show Overlays activated on EDIT mode, and you activated Display Normals you should see the blueish lines coming out perpendicular from every face of the model in Blender and evaluate which faces are broken. This will help troubleshooting.
Now, go to EDIT mode, press A to select the whole model, go to the top and select Mesh->Normals->Recalculate Outside, and that’s it. If you have Display Normals activated, you should see blueish lines redrawing outwards from every face. Export the FBX as you normally do, and on Unreal it should render the mesh’s faces correctly from the outside.
Hope this helps!