Quality of exporting mesh as .usd

When exporting, it seems that there is a sort of loss of quality or change made to the polygons when it has been exported as a .usd. Where I have light patches of polygons that stand out on the mesh, and mess up my scripts I try to run them through. Would anyone have any idea what the artifacts may be caused by? or is it intended behavior and .uasset to .usd is not 1 to 1?

I have a large set of massive Nanite meshes that I am trying to export out of unreal to be processed in blender and a python script. I was having issues with crashes on some of the larger pieces exporting out as FBX. So I decided to try to give exporting as a .usd a go, and its able to export without any crashes.

Any help on either fixing crashes on FBX’s or increasing the quality of .usd would be a massive help. Thanks!

here is a snapshot with the usd mesh

compared to the fbx mesh

Did you manage to fix this?

ZaneJensen013 has a problem with export of nanite meshes. Is it the same for you?

When exporting static mesh from UE to USD, UE will export the render mesh.
That is usually a lot less details than the actual source mesh.
There is a task to enable source mesh export in 5.5. In the meantime you could try to deactivate nanite on your meshes and then export to USD.