There is a bug in the fbx curve import code where we do not multiply the tangent by the scale parameter. Only the key value is currently scale.
In 4.25 there was a hardcoded 0.01 scale but it was wrong when we import curve for other thing then blendshape.
QA: please test both blend shape curve the attach fbx and other custom attribute curve like on a joint to be sure everything is good
In UE4 editor
Import the attach fbx and force it to import it as a skeletalmesh
make sure you import morph target
make sure you import animation
make sure you import custom attributes
RESULT: The morph target curve in the animation has tangent 100 time longer then expected
EXPECTED: The morph target curve is the same as the one you see if you import the fbx into maya
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What properties of the progress bar can be used for drag and drop highlighting?
What property of the Slider is the image used when dragging?
How do I change the rotation matrix of the camera by the direction of the vector?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-102564 in the post.
0 |
Component | UE - Editor - Content Pipeline - Import and Export |
---|---|
Affects Versions | 4.26 |
Target Fix | 4.26 |
Created | Nov 4, 2020 |
---|---|
Resolved | Nov 4, 2020 |
Updated | Apr 27, 2021 |