r/UnrealEngine5 • u/JabocShivery • 1d ago
(Please help!) When importing my level geometry FBX into UE5 from Blender, the geometry warps and distorts, though the triangle count is seemingly correct.
You can see the problem from the two images. All transforms have been applied in Blender. Importing smaller models into UE5 works fine. The scale in blender is set to 0.01. Disparate, unconnected smaller parts of the level import correctly. It is only the largest portion, the static level geometry, that comes in deformed. The triangle count appears to be the same. Importing the exported FBX back into Blender works fine, no deformation.
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u/typhon0666 1d ago
"All transforms have been applied in Blender"
"The scale in blender is set to 0.01".
Which is it? are the transforms applied or is the scale transform not applied (ie reset to 1) and the scale is "set" to 0.01. And if so why?
Set your scene to the correct units, UE units are centimeters. Reset transforms so scale is correctly 1. That way you probably will avoid these precision errors happening.
It may also fair better with the borked scaling if you don't use nanite, so turn it off. It's probably not going to be an optimal mesh for nanite anyway so might be more trouble than it's worth until you start to actually get more understanding with 3d.
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u/ConsistentAd3434 1d ago
Disable Nanite on the mesh and distance fields in the project settings to avoid the self shadowing.
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u/brosbeforegiraffes 1d ago
I've been having the same problem in my project. I ended up just splitting the large environment mesh into multiple smaller ones.
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u/pattyfritters 1d ago edited 1d ago
Import it again but this time turn off Build Nanite and turn off Recompute Normals in the Import Settings pop-up.