i have imported from autodest maya my map isn’t the same original after i hit play in mobile preview mode the map became mess
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i have imported from autodest maya my map isn’t the same original after i hit play in mobile preview mode the map became mess
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Hi ,
We will need more information in order to identify the problem…
1.When you created your project, did you set it up for Desktop/Concole or Mobile/Tablet?
Please provide as much of the above as posible.
Thanks,
.
Yeah this happened to me too. The solution for me was to start a new blank project (making sure that the target platform was mobile) and migrate all my assets to this new project.
I’m sorry for late responding i have set it for Mobile/Table,Maximum Quality and there’s no texture it’s just a model imported from maya please help me to fix this problem I just changed it to Scalable 3D or 2D already but still have the same problem i also set like this link Using the Mobile Previewer in Unreal Engine | Unreal Engine 5.2 Documentation
Level1 New Test here is my model
Hi i’m sorry for late responding do i have to set project to be scalable 3D or 2D ? because i have set it Maximum Quality
You do not have to have the project set to scalable 3D or 2D -the background image looked 2D and I did not know if that was the kind of project you were creating… In any event, I imported your FBX into Maya 2016 and this is the mesh I got… are the vertices sticking out like spikes supposed to be there?
Let me know how if this is correct as is, or if the vertices should be corrected so that the level is made up of cubes and I will try and export out again from Maya and import into UE4.
Are the vertices sticking out like spikes supposed to be there?
Answer - Yes
That one is what i’m using in my game the scale in maya x=1,y=1,z=1 then i imported into UE4 then change scale in UE4 to be x=400,y=1,z=400
please help me
Hi ,
When I imported your FBX, there was a lot of history in the Outliner that could be causing a problem when importing into UE4. Delete all history so that pCube421 is all that remains:
After that, reposition pivot so as shown:
Now you can export/import at a 1:1 ratio into UE4 and scale an instance as shown here:
…Or this preferred way: Scale in Maya…
Freeze Transformations so that scale is X = 1, Y = 1, and Z = 1 in the Channel Box
The final image shows Level B resized in Maya and imported at 1:1; Level A was imported at the original sized and scaled up in UE4. They are the exact same size even though it does not appear that way from this camera angle.
Hi Thanks for helping me and i’m sorry for late responding in some case.I have tired what you have said but it didn’t work for me.Can it be that because of my laptop’s properties is low and cant support hight polygon ? Because i tired to reduce edges and vertexs then i imported to UE it’s work fine.Please help me to analyze this problem it will also be benefitd for unreal engine.
Please post your system specs. Please provide your dxdiag if on a PC or if you are on a Mac you can find this in the Apple menu >About This Mac>More Info> Add the information from this window (serial # not necessary).
please help me to check
Please review the recommended hardware specifications: Recommended Hardware
You have 4GB of Ram (8GB at least is recommended) and your processor is 1.9GHz (at least 2.5GHz or faster is recommended).
This would definitely factor in when importing an FBX with so many vertices.