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MeshExporter Documentation

MeshExporter Documentation / Troubleshooting

Troubleshooting

I Only Get Triangles

First check the export window title and filename.

In Unreal Engine 5.8, the current plugin should try standalone DNA, attached DNA, a nearby DNA asset, and then a .dna file chosen by you. If it only offers triangle export, make sure version 1.2.3 for UE 5.8 is installed, remove older copies of the plugin, restart the editor, and export again.

In UE 5.6 and 5.7, a mesh without compatible DNA can use the triangle/material-slot path.

Unreal Asks Me to Choose a DNA File

The exporter could not find usable DNA automatically. Choose the .dna file that belongs to the selected MetaHuman. Do not choose DNA from a different character.

The UV Map Is Upside Down in Blender

Re-export with plugin version 1.2.3 and make sure Blender is opening the new file rather than an older OBJ. The direct DNA path now writes the DNA UVs without applying a second vertical flip.

If the geometry looks correct but only a texture appears reversed, check that texture’s own orientation before editing the UVs.

The Mesh Imports as Separate Pieces

When importing a full OBJ into Unreal, enable Combine Meshes. OBJ groups are kept so the file can otherwise arrive as separate parts.

The Mesh Is Facing the Wrong Direction in Unreal

Export the edited mesh from Blender as Wavefront OBJ and set Forward Axis to Y in Blender’s OBJ export settings before importing it into Unreal.

My Materials or Textures Are Missing

Enable Bake materials and textures for Blender (1024 px) in the export window. The result should include the OBJ, <MeshName>_Materials.mtl, and a <MeshName>_Textures folder.

Keep all three together. If Blender still shows a gray mesh, make sure the MTL is beside the OBJ, the texture folder has not been renamed, and the viewport is in Material Preview or Rendered mode. The exporter bakes the visible result of supported Unreal material properties; it does not copy Unreal’s editable material graph.

Current builds write fully opaque PNG container alpha and use a separate opacity map for masked or translucent materials. If an older export made the face disappear until you changed Alpha Mode, remove those older PNGs and re-export the material package rather than keeping the Blender workaround.

Conform or Morph Import Fails

The mesh topology probably changed. Check for subdivision, remeshing, decimation, triangulation, Merge by Distance, deleted faces, or modifiers applied during export. Start again from an untouched OBJ if necessary.

Nothing Was Exported

Make sure you selected at least one DNA region or material slot, then choose a folder that Windows allows Unreal Editor to write to.

I Selected Several Skeletal Meshes

Export one skeletal mesh at a time. The current Content Browser action uses the first selected skeletal mesh.

For further help, visit ZenBlink and include your plugin version, Unreal Engine version, export window title, and the exact filename created.