Unreal Fbx import shuffles vertex indices

I was trying to generate spline from mesh points ( get section from static mesh > set spline points ) and i have found that fbx import shuffles vertex indices.
That was the result of setting points :

This is the mesh exported from UE4:

The thing is I understand that order is important for building a spline and I was making the mesh in a way that indices are follow each other . This is the mesh from original fbx file imported to blender:

I double checked it in Houdini too :

It would be great if this issue could be fixed.


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I’ve submitted the bug, but I cannot find it on the bug-tracker site. I had a request to attach the mesh to the bug ( i’ve received the mail on 28 of July), but the bug itself is gone. I was up to create a new one, but the thing is I cannot attach unrecognized file types such as fbx.

Hey, I have a simmilar issue with the shuffling. In my case I noticed it because of translucency render order. The fun part is that static meshes get a different order than skeletal meshes from the very same fbx file.

Regarding the bug report:
If you didn’t already do it - you can put the fbx file in a zip file and send it with the bug report. I know seems stupid for a single file, but saves space in most cases :wink:

Guys, were you able to find a solution? I have the same problem.

I have same question in UE5.1
Please Solve this Problem.