Long triangles missing on mesh import

I have been seeing this issue for a long while.

Observation: Certain triangles that can be described as long, two long sides + one short, with vertex distances at some distance apart/angle will not be processed on mesh import.

31837-missing_triangle_a.jpg

31838-missing_triangle_b.jpg

Original Mesh (section from a larger mesh I isolated):

31839-original_mesh_a.jpg

  • Attempts to fix:
  • Rebuilt mesh from scratch
  • Exported FBX from maya
  • Exported OBJ from maya
  • Exported FBX from 3ds Max
  • Exported FBX from Blender
  • Unchecked remove degenerate triangles
    on import (even though this is not
    degenerate)

Ways to get the geometry to process (though these are unacceptable)

  • Move the verticies so that the triangle angles are not so steep (change geometry in a way that I do not want)
  • Insert an edge loop which also shortens the long-triangle (adding geometry I do not want)

Here is an example (insert edge loop):

Conclusion: If I build a mesh I want all triangles to import. The issue appears isolated to the mesh import process in Unreal 4. I have imported the same mesh into UDK (unreal 3) without issues, as well as Unity 3D game engine, no issues.

I do not want to alter my mesh to make the issue go away, that is unacceptable. If I painted a whole terrain or cave area with vertex colors, then realized there was an issue hours after working, I run the risk of re-doing my work after ‘fixing’ this missing triangle.

THIS IS NOT a reversed normal or missing triangle. Download FBX for yourself.

FBX: https://drive.google.com/file/d/0B9NKCA33MwbjQ2xMWFZ1Qzd6OEE/view?usp=sharing

Hi Koala,

The edge you have is being triangulated on import and it’s causing some issues. If you manually triangulate this edge in max or maya you can get it to work correctly. That quad when viewed in Max is almost folded over on itself. The FBX import and export triangulation doesn’t work well with this.

You can see the asset adjusted here: Dropbox - Error