Static mesh loses its dimensions and bevel after import

Hello, I’m new to model & blender so bear with me. I’m trying to create a simple playing card object in Blender, then export it to FBX file, and import it to unreal engine. But for some reason when I do that It loses some properties. It’s dimensions/scale are wrong, and it’s bevel is completely gone. I used blender’s bevel feature to round the corners to make it look like a playing card.

What am I doing wrong?

Unreal Engine 5.7

Blender 4.2

When I export from Blender, I select the object, file export FBX, limit to Selected objects only, all object types are selected, Geometry Smooth Face & apply modifiers. Then I click Export FBX.

When I import to unreal I just use the default import settings.

Here is the asset in blender:

Here is what it looks like after I import it to unreal engine:

Manually apply that bevel modifier and other modifiers before exporting. “Apply modifiers” in the blender fbx export seems hit or miss for a while now. If it’s a static mesh you should be fine at that point.

A friend of mine found the issue! Get this, it was actually working just fine. Since it was a playing card I made the dimensions incredibly small to be realistic because I saw the dimensions in Blender sized in meters lol. So when I import it into Unreal engine it’s actually there it’s just so small you have to zoom in really far LOL. That square shape you see in unreal engine is not the card static mesh it’s the platform that it’s on LOL. I’m such a noobie Thanks folks

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