Import problems (3ds max to ue4)

I have a weird bug occurring while i import fbx files from 3ds Max export to UE4. The objects that appear in UE4 are messed up in wrong locations, wrong sizes and also rotation.

I noticed that this only happens to the objects that i used 3DS Max ‘Mirror’ function option.

Objects that appeard after importing into UE4.

Original position and size in 3DS Max.

Um no… but how do i do that?

Hi, have you tried applying xforms then collapsing the stack in max?

I meant to say Reset XForm, here is how you do it:

link text

there are lots of issue exporting fbx. you should avoid exporting geometry with modifiers. best way is to clone them, collapse the stack and then export.

Using Snapshot → Mesh, this will dump modifiers automatically, just be aware it bakes everything into the mesh including the transform.

Thank you for the replies. Unfortunately after trying every suggestions, convert, reset xform and also cloning, it still doesn’t work… Are there any other ways to solve this?

Firstly, you shouldn’t be exporting an entire scene from max to UE4. Unless you’re using complex collisons, you won’t be able to navigate around your scene properly and if you are using complex collisions, it’s really inefficient.
You want to take each object from your scene and export them out as individual props and then build it all back together inside of UE4 A fast way to do this is to move all of the pivots for every object to World 0,0,0. To do this, with one of the objects selected, go to the Hierarchy panel in max and then hit the Affect Pivot Only button and then in the bottom of Max below the perspective window and to the right of the timeline, you want to right click on the X Y and Z spinners to set the pivot to world zero. Then select the rest of the objects in your scene (all at once) and hit the Affect Pivot Only button again and then hit the Align button (right beside Mirror) and then click on the object that is at world Zero. A pop up window will appear and you need to check off X Y Z and then Pivot Point on both current and Target object and then hit apply. This will make all of the objects in your scene have a pivot of 0,0,0. Now when you export out each one as it’s own FBX, when you place the first one in UE4 you can just duplicate it and then swap out for the next mesh and repeat until your whole scene is re-built. This will also allow you to have UE4 generate collisions for you. If you want to make your own collision meshes, just make sure they’re convex (IE a bunch of boxes to make an archway) and then name them all UCX_MeshName where you replace the MeshName with the name of the appropriate mesh (ie UCX_Archway)

Hope that helps.

Look up TS Tools, it’s solves a lot of these issues. Unreal has the worst FBX import work flow I have even seen.
The dialogue is messed up, Import all is not import all, not sure what it is to be honest.
Then pivots.
Don’t get Me started. We are moving from Unity to Unreal. I love the engine…but the FBX workfflow is terrible …Unity’s was near perfect. One FBX with separate objects with proper pivots. It’s one thing Unity gets right over Unreal.