Vertex Indices and FBX Import

I have found that after importing fbx UE is changing vertices indices. Export was from Blender. I double checked with Houdini. If I open the same mesh in Houdini indices are the same as in Blender. If I export the mesh from UE and open it in Houdini or Blender, indices are completely different.
Right now it is a very simple mesh. I want to use it as the floor, and I need proper indices to feed them into spline (setSplinePoints) and use the spline ( and now it’s a mess) to spawn other things later.

So, is these indices change is a bug or import works as intended?

1 Like