Problems migrating a static mesh from UE to UEFN

Hi! I have the following problem:

Static Mesh looks different after migrating from UE to UEFN. What is the reason for this and how can I fix it?

First screenshot is the static mesh in UE

Second screenshot is Static Mesh in UEFN

Thanks in advance for the help! :smiley:

The 2nd image looks like a lower poly version, I wonder if it was reduced in polycount by UEFN somehow to serve as an LOD?

I see the transparent looking seams in the 2nd image, and the railing also looks much more low poly. That makes me think this might be a side effect of some kind of automatic polycount reduction, like when making HLODs (but Iā€™m still unfamiliar with a lot of this stuff, I just come from a background of using Blender).

What does it look like if you try to test the map out in Fortnite just to view that static mesh?

Hello,

I think Dogs assessment is correct. Iā€™ve seen LODs automatically get generated when importing meshes into UEFN.

Try opening the Static Mesh, changing ā€˜Number of LODsā€™ to 1 and clicking ā€˜Apply Changesā€™

Iā€™ve seen this a million times. One thing of note when it comes to static meshes is that when you import, it defaults to use nanite. If you notice this kind of thing, chances are itā€™s one of two things:

A) As mentioned above, your LOD setting may need to be changed. I tend to do custom LOD settings in UE for each object because the use I intend may not match the auto LODā€™s settings.

B) And this may be your issueā€¦ Nanite. A lot of meshes do NOT support nanite, especially if they are larger meshes, that extend past the size of the screen or the objects ā€œboundsā€. For this, you can disable nanite on the mesh, and it will likely resolve this. OR, you can try extending itā€™s objects bounds, and nanite may update this. Personally, we have dealt without nanite for so long, I donā€™t think itā€™s much of a worry to have a few objects which are bigger to be set off.

Hey, unfortunately Nanite is already deactivated. So thatā€™s not the problem.
I have activated it as a test, but then it works just as littleā€¦ Thanks for your answer anyway! :smiley:

I have set it up as follows:

Unfortunately it does not work even thenā€¦

Thanks for your answer anyway! :smiley:

The static mesh looks exactly the same as in UEFN. I can also walk through the mesh, which doesnā€™t really make sense to meā€¦

Thanks for your answer anyway! :smiley:

For me uefn looks alot lower res meshes in editor however in game it looks the same high quality.

Thanks for checking.

Can you share the railing mesh? (Export an fbx from the right-click menu in UE)

Try importing that into UEFN and see if itā€™s still problematic.

If so Iā€™ll try importing it and see if I can find out whatā€™s happening.

Hey!

This is the FBX:

Elevation.FBX (5,5 MB)

Do you need all those additional textures?
I donā€™t know how and if I can integrate them into the FBX at allā€¦

Thank you in advance for your efforts! :slight_smile:

Thanks for the mesh. Textures are not necessary.

Iā€™m having trouble with the import as well,

I tried doing a ā€˜remeshā€™ in UE5 with the built-in modeling tools, but no luck there.

warningz

No smoothing group warning is normal, but Iā€™d like to understand the other two.

In UEFN Iā€™m able to see ā€˜full detailā€™ when clicking ā€˜UV Unwrapā€™ in Modeling Tools ā†’ UVsā€¦

You might look up some tutorials of importing meshes because maybe it requires more settings or setup for more physical interaction. I found two videos below, one about setting collision, one about importing the fbx model with textures. Hopefully that might help!

I would search youtube for things like how to import custom objects and meshes to UEFN: