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Problems importing .fbx file into Unreal Engine 4

Jacktastic-Mofo

So I'm working on make a map for my class in Unreal Engine 4 for Unreal Tournament and I'm using Sketchup 15' as my editor because it's terrible to build using the Unreal editor. The problem I'm running into is I've designed a map in Sketchup and I've exported it as a .fbx file, and it imports fine into UE4 but it acts like the mesh is one solid box so I can't get inside the map with a character, when there has been material remove from it. I'll post a few images below of what I'm running into.

 

Sketchup Preview:

 

post-168944-0-67861000-1441247113_thumb.

Photoshop Render:

post-168944-0-34535500-1441247119_thumb.

Unreal Engine Preview:

post-168944-0-49065600-1441247259_thumb.

Unreal Engine In game:

 

post-168944-0-72958200-1441247415_thumb.

post-168944-0-67861000-1441247113_thumb.

post-168944-0-34535500-1441247119_thumb.

post-168944-0-49065600-1441247259_thumb.

post-168944-0-72958200-1441247415_thumb.

Sergeant, United States Marine Corps

Network Administrator, Comptia A+, Security+, Cisco Certified Networking Associate

From a G3258 to dual Xeon E5-2670's

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What other file types can you import? 

You can use blender to convert an FBX file into other 3D model formats.

I've tried literally every export method and they all give the same result.

Sergeant, United States Marine Corps

Network Administrator, Comptia A+, Security+, Cisco Certified Networking Associate

From a G3258 to dual Xeon E5-2670's

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Break up the mesh into multiple pieces, this will allow you to resize the map better. 

I know that you can make multple meshes and put them together if you in 3ds max but it's a little don't know about sketchup. Your best bet is to split up the meshes into multiple pieces. 

Computing enthusiast. 
I use to be able to input a cheat code now I've got to input a credit card - Total Biscuit
 

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Break up the mesh into multiple pieces, this will allow you to resize the map better. 

I know that you can make multple meshes and put them together if you in 3ds max but it's a little don't know about sketchup. Your best bet is to split up the meshes into multiple pieces. 

I have 3DS Max installed, how do I separate the mesh?

Sergeant, United States Marine Corps

Network Administrator, Comptia A+, Security+, Cisco Certified Networking Associate

From a G3258 to dual Xeon E5-2670's

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Break up the mesh into multiple pieces, this will allow you to resize the map better. 

I know that you can make multple meshes and put them together if you in 3ds max but it's a little don't know about sketchup. Your best bet is to split up the meshes into multiple pieces. 

Also it's not a problem with resizing, as I can resize the map fine. It's just like the cube is a solid box and not a hallow one.

Sergeant, United States Marine Corps

Network Administrator, Comptia A+, Security+, Cisco Certified Networking Associate

From a G3258 to dual Xeon E5-2670's

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You need to use a shader and material that supports alpha blending in order to achieve transparency or translucency.

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When I played with unreal, I remember there being a possibility to use a mesh for collision of an object, so all you need is to create a simpler collision shape on top of the mesh, export it separately and use that for collision on that object... I think.

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Nvm reread question and looked more closely at photos. What @LePawel said is some what correct since you will need to define the colliders for the map. The basic geometry needed for the colliders should already be present within the engine since very few objects in a game would use a mesh based collider because its extremely expensive to use.

CPU: Intel i7 - 5820k @ 4.5GHz, Cooler: Corsair H80i, Motherboard: MSI X99S Gaming 7, RAM: Corsair Vengeance LPX 32GB DDR4 2666MHz CL16,

GPU: ASUS GTX 980 Strix, Case: Corsair 900D, PSU: Corsair AX860i 860W, Keyboard: Logitech G19, Mouse: Corsair M95, Storage: Intel 730 Series 480GB SSD, WD 1.5TB Black

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