So here is my batch with the help of Blender : http://www.froyok.fr/blog/2013-04-fbx-exporter-for-udk-static-meshes-maya-to-blender-fix It fix the vertices count problem :
For the moment it's advised to let UDK recompute the tangents. I don't know about the tangents from Blender, most of the time I avoid to import them in UDK.
I did some new tests with the help of some friends today. (Tested with UDK November 2012, same behaviors observed with UDK February 2013) Settings used when importing my tets mesh : -"Explicit Normals" enabled -"Import tangents" disabled List of FBX files exported from : -Maya 2011 [FBX 2011.3 / FBX 7.1.0] -> Not working…
Handplane require to import a mesh with "Import Tangents", "explicit normals" and "remove degenerates" settings disabled. Unfortunately it breaks all the normals on my meshes, I get a faceted mesh. So while handplane works, UDK is unable to import my mesh correctly. [EDIT] Ha funny, if I use the FBX generated by Blender…
So I am a bit confused, I have run into this issue as well and concluded that the Tangents are also causing problems with the shading of my mesh. To fix this I have turned off Tangents in the export from Maya. Results are the same if I export from Blender as well so exporting without Tangents doesn't matter. So is it still…