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RedAlph2020-03-17 09:53:15
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RedAlph, 2020-03-17 09:53:15

Why does an object look broken when importing .fbx from Blender into Unreal Engine 4?

So. I'm new to this, so the problem may be simple, but I could not find the answer.
There is such a simulated terminal with superimposed textures (screen without textures, as you can see):
5e7071fb33409077595750.png

And there is a need to port it to UE4. This is exactly what I have never done before (fortunately, I do it for myself. There is no hurry). I'm going to port in FBX format, because this is how they do it in all tutorials, it seems to be the way it should be. I enclose all the import settings:
5e707284870d0494077760.jpeg
5e70728ec23b7336172582.jpeg

The engine swears, gives errors / warnings: I
5e7072b59df18618268812.jpeg

import, despite its swearing. in the content it looks like this:
5e7072e6b44c9664144242.jpeg

And when you transfer it to the viewport, you get such a monster:
5e70730a727d3642416964.jpeg

If anyone knows what needs to be done or what could be the problem, please help.
I watched a bunch of vidos, read a bunch of articles, such as I did not find.

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Alexander Pavlyuk, 2020-03-17
@RedAlph

You have normals deployed in the wrong direction on some surfaces.
Game engines for optimization do not draw those polygons that are not directed towards the camera, but away from it.
In Blender 2.8, you can check the face orientation checkbox to see the direction of the polys.
5e709657af61d215925100.png
After that, the polygons that look into the camera will be shown in blue, and the polygons that look away from the camera will be shown in red. In the game engine, red will not be shown.
For example, I unfolded one face of the cube, this is how it looks.
5e7096834e26f433545140.png

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