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Hello Blender Community!

I am currently learning with Blender 2.71 and use Unreal Engine 4.

I started to create a Knife, but I always have problems exporting it. I tried to recalculate normals with CtrlN but it still cut off.

Here are some screenshots:

BLender Unreal Engine

Blender

Exporting Options

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  • $\begingroup$ the shortcut to recalculate normals is Ctrl N, not Ctrl A. $\endgroup$
    – gandalf3
    Jul 28, 2014 at 23:16
  • $\begingroup$ Could you add a screenshot showing the topology? You might have ngons or something. $\endgroup$
    – gandalf3
    Jul 28, 2014 at 23:21
  • $\begingroup$ @gandalf3 i'm sorry but what do you mean with topology and ngons? top ortho? $\endgroup$ Jul 28, 2014 at 23:25
  • $\begingroup$ In edit mode, so that you can see the edges and faces $\endgroup$
    – gandalf3
    Jul 28, 2014 at 23:47
  • $\begingroup$ @gandalf3 ok included it $\endgroup$ Jul 29, 2014 at 0:08

3 Answers 3

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I cannot be certain of what is wrong without a .blend. my best guess is that your issue is caused by NGons. NGons are faces with more the four edges.

to remove them, select the faces that are Ngons

(Spacebar>Select Faces by Sides>set number of vertices to grater that 4 and type to greater than)

then delete them useing X>Only Faces. then use Alt-F, then Alt-J.

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The faces on the sides of the knife seem to be N-gons.

Try triangulating the mesh before exporting it:

  1. In edit mode (Tab), select everything (A) or just the ngons by pressing 3D view > Header > Select > Faces by sides, then setting the type to greater than in the redo panel (F6):

    enter image description here

  2. Triangulate the faces by pressing CtrlT:

    enter image description here

If you want more control over the triangulation, you might try using the triangulate modifier.

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Tris and Quads are fine but N-gons create this issue in unity when it can't decide how to tesellate.

Removing n-gons did the job for me

To remove n-gons just add an extra edge to divide them into quads and tris for the faces where you are facing the problem; if you cant afford more UVs and tris. Otherwise go with the processes as mentioned above

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