Model breaks completely on .fbx import

Hi everyone. I’ve tried googling my issue to no avail, so I thought you guys might be able to help me out. I’ve been trying to import a static mesh of a fighter ship, but when I import it, half of it’s missing! The only error I’m getting is the “degenerate tangents” one, and I’ve tried recalculating both the normals and the tangents.

Mind you, I’m a total noob when it comes to 3D stuff, so the solution could be very simple!

The first image is the broken result UE4 gives me, the second shows how the model is supposed to look inside Blender.

Thank you very much for your help!

EDIT: Upon further testing, pre-made models such as those from OpenGameArt work without issue, so whatever it is, it’s on my end. Could anybody please tell me what’s going on and how I can fix it?

Hello

That error is normally related to when UV mapping is not done correctly. Is your model UV unwrapped? If it is and there is still a problem do you mind sharing your model? You can send it to me at paul@cryonetic.com and I can have a look.

It looks like the normals are reversed for a lot of faces. Are you sure the geometry is missing? Check the poly count between blender and unreal to make sure it’s actually missing polys. If it’s not you simply need to make sure all the face normals are pointing the right direciton.

I unwrapped using Smart UV Project in Blender, same result unfortunately. I’ll send you the model.

Talked to the fellow doing my modelling, it looks like you were right, some of the faces weren’t correctly oriented! Thank you for your help.

Thank you for sending the model. It is indeed the Normals that are inverted. I wrote you an e-mail regarding the problem.