While developing a cave system in Unreal Engine, I encountered a common issue: meshes lacking back faces allowed light to bleed through, causing issues in the shadows and lighting on the assets. While enabling "Double-Sided" for the shader is a viable option, I saw an opportunity to develop a more robust solution.
I've been working on a new tool designed to streamline this process. Currently, it prepares selected meshes in the Unreal Engine viewport for export and sends them to a headless Houdini for processing. In Houdini, the tool efficiently caps back faces per level of detail (LOD), preserving all existing mesh data. These updated meshes are then seamlessly re-imported into Unreal Engine, automatically retaining their materials and replacing the original meshes in the scene.
Working Example