Here are some of my findings: 1. check your normals before exporting; all parts have to be blue 2. in the fbx exporter set smoothing groups to face; that fixes most smoothing group errors 3. never build nanite on import; only after
(As of UE 5.2) I found that if you are importing a skeletal mesh, the option to combine meshes *does not appear* under advanced settings. What you have to do in that case is uncheck "skeletal mesh", check "combine meshes", and re-check "skeletal mesh." Even though "combine meshes" disappears, you'll still end up with a single mesh at the end.
Realy now ? 🤣🤣🤣🤣 wath is this for a logic?? 😱 To use the word skeletal and combined together shows that you use 0,0% your brain Bud using ue5 you need to use the brain ! Wathsup with people from today!!?? No nothing Bud talk and make vids like nowing somthing 🤔
god bless you ! i watch all videos on yt and when i see that i say " why i dont see this video before? " cause you post it the 29 october 2022 ahahaha thanx
@@GorkaGames really i waist 3 weeks for learn alone to do this... i find some meshes 3d of predator and ripley... and when i imported no texture on it.. and on material.. i re make all in position so sometimes is bug... very hard to find solutions...
so ... i can now buy the cheap $30 asset buddle pack in unity, including the amazing terrain editor that is usually $90 (Atlas - terrain editor) ... use it effortlessly in unity ... export to blender, ... then from blender to unreal... bam. so cool. $30 well spent. summer sale is amazing. there's also a better "Gaia" tool (spelled with an "i" ) for procedural worlds (not to be confused with "Gaea" spelled with an "e" its not as good), The "Gaia" tool has custom terrain stamps, even able to make a hand drawn map into a realistic terrain in unity. so knowing I can so easily take that to unreal is ... well, unreal >_< i love it lol!
I tried exporting a car from blender but when i import it into unreal engine it is importing a hundred material like screws and bolts of the car but the actual car model is not there
nice one. got some fbx files from CAD. they are either importing as hundreds of parts or immediately crashing UE when i check 'combine meshes' ... any tipps what i could do different?
@@GorkaGames yes, trying to combine them beforehand might be fine... was hoping for something in UE, but this was too optimistic I guess. will try with c4d as it is my main render suite. it's just a nuissance to go with fbx to c4d to combine and then export fbx again. thanks.
If you are getting the white materials make shure when you download the file it brings up textures in a different file of the same object your importing. Just drag those textures into the content drawer in unreal engine, connect the nodes together in the materials and you should be good to go
The normals are inverted. In blender, top right, in the Overlays options, check Face Orientation. If blue, they are okay, if red, they're inverted. To fix it, select your object, go to edit mode, select the faces that are inverted, then, top left, go to Mesh/Normals/Flip. Voilà Also, another fix could be to select the object, in Object mode to Object/Apply/All Transforms (will fix transforms issues and negative scaling values).
This seems to change the geometry. What would cause it to loose details? If i export from blender using this method, and reimport the exported fbx file... it seems to have all details intact. however, when i import to unreal engine 5, it changes the geometry details, as if it recalculates it?
lool is this a joke ?? you absolutly export it in a wrong way looooool for first you should check face orientation !and when export set front direction to X and up to Z for UE5 you should not make tutorial if you dont now how to do!