Why are my meshes needing to be scaled up when importing from FBX?

We have some meshes made in Maya exported both as individual FBX files and also as one combined FBX file. When I import the combined one, I can untick the option “Combine Meshes” and they all import correctly as separate SM’s.

However, they all need to be scaled up by a factor of 100. I can do this by going in to each SM after import and under the “LOD0” settings and set the build scale.

If I don’t split them up, I can just scale up the one asset, but then I can’t use them individually, eg as the static mesh in some Actor.

Scaling individually is clearly a pain, is there a better way to uniformly scale them up on import?

Hi ,

Unreal Engine 4 uses Centimeters as it’s base scale. 1 unreal unit = 1 Centimeter.

You will need to set your scale in Maya, Max, or Blender to match this when you are modeling. When you export set the export option scaling to Centimeters.

This way when you import everything will scale correctly otherwise everything will import smaller than expected.

If you have any other questions let me know!

Tim

I opened my model in mudbox, and checked the units and it is set to cm, even in the fbx export area?

Yes, If you’re exporting the model using FBX you’ll need to make sure the option for Units is set to Centimeters.

Setting the scale in Max, Maya, Blender, Mudbox, etc will not export he scale unless this option is selected in the FBX export.