Hello
The title says it all. I converted some models into obj files in blender, to be imported into Unreal Engine 4. Every single model I converted is transparent when I import it into UE4. I can’t do anything within the engine to make them opaque. They otherwise work normally, except for this issue. Is there anything I can do to make the meshes Opaque, because I am stumped. I also need this problem resolved by the end of the week, because I have a project due by then.
1st
use fbx from blender to unreal
that is the suggested file format
you might want geometry->normals->face on export for smoothing
the object must have uv mapping
only export the selected objects, not the whole scene
if that doesn’t work try flipping your normals
1 Like
Please provide a screenshot of your issue, that would make troubleshooting easier. But my gut instinct is the same as @christuusgnosis. See if your normals are looking in the right direction OR make your material Double Sided in the material properties.
Here are some screenshots of my issue
This is how they look in the mesh viewer. In blender, they look opaque. The issue doesn’t become visible until after I try to import the models
If I apply a texture on them, all it does is change the color, I would provide more screenshots, but this forum only allows me to provide one per post
As for the proposed fixes. I haven’t tried them yet, but I will later today. I will let you know if either of them worked. Also, sorry for not providing screenshots from the start
Are these models only going to be static meshes or something more complex like skeletal animations?
I would start simple by using the default monkey mesh (Suzanne) exported as FBX, which is the preferred format for importing into UE. If there’s still the same issue, that means a setting needs to be changed in the export window or maybe even the UE import window.
It’s been a while since I last imported from Blender so I need to try this again myself and/or find a useful tutorial for my next reply, but I do feel like there was an extra checkbox to press during export back then.
Also, Epic was working on Blender export tools with a 3-part ‘Inside Unreal’ series right before the pandemic hit, wonder what happened to that.
I just tried it, it worked. All the models I import are now opaque meshes.
This is an unrelated issue, but it has only become clear now that I can properly see it. The objects are now all completely smooth and shiny, even if I change the mesh texture to one that is supposed to be rough and rocky.
Is there a way to change the smoothness/roughness of a mesh
a good normal map can do wonders
if you don’t care about the performance hit, or its a hero piece
then you want “parralax occlusion materials”
you need to have enough tessellation in your model
if you are using ue5 there is a mesh editor and the displacement is different
in ue4 you check tesselate on the material and using wsnotify multiplied by your bump texture and a para into the world position offset of the mat
that is the short version of a several minute process to get good displace materials
I just made the models opaque, so I fixed that issue. Now my main issue is the fact all the models are shiny and glossy, even if I apply a rough and rock texture. I couldn’t see this problem until I fixed my original one.
As for if they are static, most of them are, but 2 of the ones I want to use(like the one I provided as a screenshot example)