Error from Import FBX/Obj from Max 2014

Import using Obj and Fbx are same error, from front static mesh working using “Collision Complexity” by “Use Complex Collision As Simple”. But if my character are inside Mesh the wall become invisible, show below picture.

Does your mesh have poligons on both sides of the model? Outside and inside of the walls?

You can apply “shell” and collapse stack

Yes both of them and where i can see “Shell” and “Collapse Stack” in UE.

That is in 3ds max “Shell” modifier, then right click it and collapese all.

Also in 3ds Max Try placing camera inside the house then render it and see if you also have transparent walls before and after adding shell.

I just download this file from Free 3ds model, and i dont know what you telling me :).
But I try to check to the 3DS Max 2014 its show normal and good.
What is the best way to creating house, from UE4 or 3DS Max (FBX/Obj) and less memory or less compiling. Thanks

Well since youre trying the same with obj and still have transparent walls inside UE4 then you need to edit the model itself since only FBX is “2014”, but obj is general format and should work regardless.

As for the method, reduce numer of poligons where you can inside the model.

What about my last question?
Its more better to use the UE4 Wall from Content Browser (Create model house) or OBJ/FBX?

It is up to how you want the house to look like. You could use walls from Contend Browser but house will be build out of simple components, not to mention the roof. :wink: Or make more detailed house in 3d modelling program and import. Or you could use both. Make some parts of the house in other program that you need and use simple boxes for walls.

Thanks Mr. Johny… its done i will make new one. Soon we can use UE 4.3 but when?

Well most common answear you will see would be “when it’s done” :wink:

Might be soon, or it could take a while.

Hi Peude,

I’ve made a simple mesh to demonstrate what’s going on here to help you and any other user who may look at this question here on AnswerHub.

[Here is the FBX if anyone wants it.][1]: certainly nothing special! :slight_smile:

In this FBX is two different models. It is a simple wall with a doorway cut into it.

Model 1 is only the front side of the wall. There is no back geometry.
Model 2 is a complete wall with doorway. There is back geometry.

FRONT

BACK

10278-wall_demo+back.jpg

As you can see with the second image this is similar to your situation. When looking at the backside of a single polygon you will see right through it. This is a polygon that is not two sided.

Alternatively, depending on your needs and the look you want for your game you could force this see-through side of the polygon to show it self by using a material that is two sided. This isn’t necessarily the best solution because it can cause lighting issues. In the material you would simply check the two-sided option. This is typically used for foliage more than anything else.

If you have any questions feel free to ask! :slight_smile:

Tim