Unreal Fbx import shuffles vertex indices

Hi,
I was trying to generate spline from mesh points ( get section from static mesh > set spline points ) and i have found that fbx import shuffles vertex indices.
That was the result of setting points :

This is the mesh exported from UE4:

The thing is I understand that order is important for building a spline and I was making the mesh in a way that indices are follow each other . This is the mesh from original fbx file imported to blender:

I double checked it in Houdini too :

It would be great if this issue could be fixed.

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

Hello,

I’ve submitted the bug, but I cannot find it on the bug-tracker site. I had a request to attach the mesh to the bug ( i’ve received the mail on 28 of July), but the bug itself is gone. I was up to create a new one, but the thing is I cannot attach unrecognized file types such as fbx.

Hey, I have a simmilar issue with the shuffling. In my case I noticed it because of translucency render order. The fun part is that static meshes get a different order than skeletal meshes from the very same fbx file.

Regarding the bug report:
If you didn’t already do it - you can put the fbx file in a zip file and send it with the bug report. I know seems stupid for a single file, but saves space in most cases :wink:

Guys, were you able to find a solution? I have the same problem.

I have same question in UE5.1
Please Solve this Problem.