Problem with sketchup to UE4

I’ve got a problem, I designed a maze in sketchup and saved it as a fbx/obj and when I import it to unreal engine some walls seems to disappear, does anyone know how you can fix it?

Hallo Jeroen,

First of all, sketchup isnt really the best tool to do these things (I suggest blender if you want to go for free) and second you should consider UE4 as a lego-engine. make some walls and place those around to create the maze. this will help with optimization, collision, lighting, lightmaps, and more.

the problem you are witnessing is “flipped normals” on the walls, meaning that the side the engine shows is on the wrong side. all of these need to be flipped in your 3d program. (probably google something like “sketchup flipped normals” or so.)
If the maze is just for temporary testing, and you wont be using it as a whole on a later date, you could go with the “two sided” material option.
This is not a solution though, as it will basically double the amount of polygons, lighting/shadow will be cast on both sides, and will look ugly.

Also, if that is one mesh, your collision wont work and you must set the collision of the mesh to “complex as simple” but this will (eventually) result in a massive dent in performance so again, only use it temporary and not as a fix.

groeten.

thank you for your help, I understand it now

glad you understand! please mark the answer as “correct” (the gray V icon on the left) so other people with the same problem can easily scroll to the answer :slight_smile: