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 I’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?
I’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 it’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 LOD’s settings.
B) And this may be your issue… 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 “bounds”. For this, you can disable nanite on the mesh, and it will likely resolve this. OR, you can try extending it’s objects bounds, and nanite may update this. Personally, we have dealt without nanite for so long, I don’t think it’s much of a worry to have a few objects which are bigger to be set off.
Hey, unfortunately Nanite is already deactivated. So that’s not the problem.
I have activated it as a test, but then it works just as little… Thanks for your answer anyway!
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: