Why is exporting from blender to unreal lowering the quality

Hi, I’m using Megascan assets In blender because i find it easier to Greybox, then create the full map to have full control over the environment, However, When i export my megascan assets(or anything) from blender to unreal, i find the exported asset way worse than the original.
For example : Left is UE5 original / Right is the one imported to ue5 from blender


For more details, In blender the asset looks great, like this

The material off a blender export is nowhere the same as that imported from a mega-scan.

Now that can be either better - in the sense that megascan materials are sh*t anyway - or worse - because you have to know what you are doing to fix it.

But in all occurrences, if you do not import materials from blender, and make your own in engine, you’d never have any issue…

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u making fun of me? :joy: :joy:

I can definitely create my environment without using blender and having to export a ton of stuff but everything in unreal engine takes more time

No why?
The answer was serious.

Make your own material. Add the textures. Assing the material to the item.
You should see near identical results to the megascan import.

From then on, I suggest you rename materials to a pattern in blender (i_materialname for instnce), then make an engine master material.
Create a new instance named whatever you added in blender, assign the proper textures to it, then import the item with the option to look for existing materials.

Fairly standard pipeline.

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yeah, i was just joking hahaha, thanks for the advice, i figured i would do that but in general it’s a bit more time consuming.

Make a master material, let the fbx import import the textures for you. Set the material instance up with the custom textures (replace them on the instance).
Maybe a python script to copy over the master material, name it, and populate thw textures at import would help though.
It would definitely be worth exploring if you are dealing with upwarda of 100 materials each with 3 texture maps…

Yea now i get what your saying. thx for helping the noob

The simple solution was to flip green channel in the normals

Cutious as to why.
Even if i import materials off blender (granted i never do so) my normals are fine…

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yeah it’s weird, i had to flip green channel because Blender uses OpenGL Format, while UE5 prefers DirectX, I thought this process would be done automatically but no, just wanted to point that out :smiley:

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There are different options for computing/quality/scene render speed in within the Scene settings.
Chances are im just never running in openGL

However I wonder why the stock exporter would export normals based on the render view rather than based on an FBX standard.

If fact, it’s something that could potentially be filed as an issue with blender…

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