Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Blender to UE4 Problem

Hi guys, checked everywhere on the site, but no one seems to be having the same issue as I am, and it's really confusing to me what can be causing this.

So basically I did all my pre-production and planning out all the different parts and assets I was going to need to model for my modular workflow, and when I imported my first asset I got this error. At first I thought maybe it had been caused by one of the export buttons I must have misclicked or had forgotten to click, but after over an hour of trouble shooting, trying to import the model on my other machine (laptop), and tried different versions of blender, but I'm still getting the same results. I need to get a start on this modular pack so I can start prototyping as soon as I can, so if anyone is able to help me out or has any clue what might be causing this it would be greatly appreciated. Also I forgot to mention that whenever I would assign another material to the mesh (starter content materials) it would look absolutely ridiculous, for one of the materials (cobblestone) it made the mesh look like shiny metal with a reflectivity set to 120%, very strange. I've never had this problem before so if anyone can help, once again it would be greatly appreciated.

Below I have attached a screenshot of what the mesh looks like with the standard world material on it, and I'll also include my .blend and fbx file if anyone would be kind enough to throw it in their version of blender/UE4 to test maybe it's a problem strictly on my end. Thanks in advance!

ps, The problem persists with every other mesh as well, whether it be the starting cube, or some sort of fence

Product Version: Not Selected
problem.png (1.3 MB)
fbx and .blend.zip (83.8 kB)
more ▼

asked Feb 06 '15 at 10:39 PM in Using UE4

avatar image

Byong Sun

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

You have no UV map and no lightmap. Also I would recommend picking Edge smoothing during the FBX export. It is also best practice to fix your scale so you're building 100 times bigger and then just letting scale be 1.0 on FBX export.

more ▼

answered Feb 07 '15 at 01:38 AM

avatar image

696 26 86 62

avatar image rodstone Feb 07 '15 at 05:36 AM

Disagree about building so bid, and also smoothing is an aesthetic choice. I posted in the thread but yeah lack of UVs were the sole problem.

Lightmaps are created in UE4 aren't they?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question