Smoothing groups are missing when importing FBX file into UE 4.19.x / 4.20.x

Has anyone experienced the following issue - FBX file with skeletal mesh with smoothing groups imports into UE4 without smoothing groups (yet, in Autodesk FBX Converter smoothing groups are clearly present) ?

I don’t recall having this issue before, but I didn’t work with skeletal meshes to much in the past.

Thanks beforehand

Wellll smoothing groups is a 3ds Max thing so it’s questionable if moving from one application to another the “grouping” made in 3ds Max will remain intact or not as to how the target app will smooth out face normal’s or require a different process.

For example.

So personally I doubt that UE4 accepts 3ds Max smoothing groups but rather converts smoothing information as to what is required by Unreal 4 that does the same thing but in a different manner.

I think I forgot to tweak import options. Setting “import normals and tangents” did the trick.

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I just wanted to log in and post thank you you saved my life.

Hello guys…please help me… Im having a similar issue with ue4 4.25.1, i import my fbx character with skin and morphtargets from 3dsmax 2021 but in ue4 i see edges about where the character share uv edges (my character is welded so it shouldnt happen)… if i delete skin and morphs and re-import as static mesh the problem goes away…but then character is uselessedges.JPG

I tried exporting also from daz studio and the same thing happens

in max i tried smoothing on and off… i also tried bi normals and tangents and nothing

Open the character and check the tangent checkbox in the material.
Change the options for the UV thresholds.

Hi MostHost…thanks alot for replying… im quite new to ue4… is this what u mean? right now these are the defaults and the character was imported with “import normals” chosen NOT recompute normals… what value should I put in? I ask because I tried changing from 0.000977 to 0.1 for example and nothing changed

You need a lower value if anything.
.1 is bigger then .000977
try .000077 to see if you get any change.

On the skeletal mesh there is another ceckbox option to check for the tangent space.
Also in the area where the value you are tweeking is without the search filter, there are other options you can try to play with.

This really isn’t the ideal thread for this since the issue has nothing to do with smoothing groups.
If my suggestions don’t help, I would suggest posting in the rendering thread specifying you are getting UV seams despite having changed these settings already.

Hi Again thanks for those suggestions i wasnt aware that this is more of a rendering issue…will post there if your suggestion does not work