Importing FBX destroys mesh shape

Hi,

I have created a simple mesh in Maya 2017 (image attached) using the ‘export to unreal’ function but when I import the FBX into UE4, the mesh completely changes shape (image also attached). Can someone who is smarter than me please explain what I am doing wrong.

Inside Maya it looks like this…

but importing into UE4 makes it look like this…

Thanks

please have a look at the documentation.check the import and export option carefully before using.

https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/

here is a vid https://www.youtube.com/watch?v=LBYSzZxf4N0
(I am guessing it all as U have not provided any images of your import /export options)

I can think of a few possible issues:

  • Your mesh has flipped normals, meaning that some faces are inverted, and that is why they are not shown
  • Your mesh have faces that are detached, maybe try to weld the vertices in maya first
  • Your mesh needs triangulation before export, which is a setting in the FBX export menu

I was beginning that nobody replied to my questions on here ha ha. Thanks so much for getting back to me guys and I know it was probably a stupid question but I am new to both Maya and Unreal. I’m trying to get my head around them both in order to do a masters project for my engineering degree so I’m extremely grateful for any help. I just tried the triangulation method but that didn’t work so I will try the other suggestions tonight when I have some free time and post the solution once I get there. Thanks again! :slight_smile:

if that doesn’t work, send me the mesh so I can check it out myself

Thanks Night Watcher, I just figured it out. Instead of selecting the triangulate option when exporting the mesh from Maya, I needed to select the mesh in Maya and triangulate it from mesh > triangulate then export to unreal. Thanks for the help!