Glass Square Issue - unreal-engine4

I am Facing a problem in making a glass in a FBX Car now from the beginning i was making a game for a car first i imported it but it started to be million piece each piece in file so i was having that problem i solved it but then noticed that i have to make it million piece because when i put the material on the game it just paint all of the car with this material so converted it to million pieces and painted it successfully but in the glass part it make the material and everything is good but when make the material from solid to translucent it just make squares as below
so can anybody help me in that?
Greetings,

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Hi guys, I was making a building using Unity ProBuilder and wanted to add a finishing touch. I was wondering how to polish the building so that there will be no grid in the building itself (as you can see that the building from the floor to the roof have grids / blocks surrounding it. Anyone can help me with that? I tried googling but non came up
Ok thanks BugFinder for giving me the info that I needed and sorry for not solving this question much earlier because I was too focused on continuing my code ahahaha. Turns out I kept getting confused on what the material is lmao, I thought that the material was the shape of the object I'm making but and then I realized it is the material for "building" the shape. It's all done and resolved now!!!

Trouble porting models from Blender to Ue4/Unity

When I try to import the 3d models in the picture 1 from Blender to Ue4/Unity, the models aren't rendered as intended, as shown in the picture 2.
The inside of the pot is rendered as transparent;
half mask is rendered correctly, but instead of the other half, it's inside is rendered.
This happens with hollow models (like glass bottles or pots), but I don't understand why the mask model does this too.
I think I'm doing something wrong while exporting the models from Blender, because in both Ue4 and Unity they are rendered as shown in the pic.
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There are two ways to solve.
In Blender, fix normal vector like this.
https://all3dp.com/2/blender-recalculate-normals-simply-explained/
In Unity, Change material(shader) to draw double side like this
https://www.youtube.com/watch?v=z-u3CEfgYhY
I recommend the first method.

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I am working with my son on a basic game based on the book Dive Into SpriteKi by Paul Hudson.
Following the book, we created a sprite for a space ship and a space junk satellite. It works, but we notice that sometimes ship goes through the junk. We tried to add sprites with the scene editor and turned on the physics:
Remarkably the ship node added using scene editor have completely wrong physical body outline generated, but doing
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does fix it. On the other hand, doing the same for the junk satellite sprite always produce the same convoluted physical body.
My only guess is there is something wrong with how (or when) the texture loaded and analyzed. It would explain why doing it repeatedly fixes the rocket ship... but what is wrong with the satellite? And how to make sure texture is properly prepared so that alpha mask for physics body works reliably?
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I tried to use alphaThreshold: and it makes some difference for the ship outline, but seems to have no effect for the satellite outline.
I tried to re-draw the satellite texture from scratch to rule-out an issue with original file from the book. With a completely new file of similar shape the issue is exactly the same.
We also tested iOS 12 and iOS 13 with the same results. The "canonical" code from the book have the same exactly issue.
Please see our game complete implementation on GitHub.
A fast way to reproduce the issue out of our game:
Create new project in Xcode with Game template
Add the satellite asset to the assets catalog:
Add Color Sprite to the GameScene.sks, choose satellite for texture, and set body type to "Alpha mask" in Physics definition section.
The outcome in our case looks like this:
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I'm trying to do some Augmented Reality in Unity using the Vuforia plugin. I've managed to get everything working (I'm using a 3d model of a car), only the position of the car relative to the marker is wrong when I come to preview it (click the 'Play button at the top and watch through the computer's camera - is 'preview' the right name for this?).
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Ben
Well, to start answering your question about the drifting away part, you've probably got a Rigidbody attached to your Car? Well, if that's the case, then Go to the Inspector where the Rigidbody is and you'll see constraints.
To avoid it floating off, you might want to check Freeze Positions for whichever direction it needs. Probably Y axis.
Now, I'm not entirely sure if you're using Vector.AddForce to move your objects, but if you are then just check if your car can move if you've put all constraints on.
If you can't then in your code trying using Object.Rigidbody.SetActive(true) when you need it to start moving, and Object.Rigidbody.SetActive(false) when its done.
On the other hand, if you aren't using Vector.AddForce() then remove Rigidbody component if you've used it.
As for the material. If you've got the material in your folder that you've downloaded then just drag and drop it into Assets. Now sometimes your car may be one solid mesh, but some times it may be multiple meshes. So which ever the case. Drag the material from your Assets onto the Hierarchy panel over your car mesh/meshes and it should turn into that color.
Hope it helps. :)