Description

The licensee reported the following on this issue.

The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGridMaterials, resulting in an incorrect branch.
.\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxStaticMeshImport.cpp
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I think that the intended operation will be obtained by adding the condition of Slot name as follows.

&& StaticMeshMaterial.MaterialSlotName == CandidateMaterial.MaterialSlotName

 

Steps to Reproduce
  1. Import the attached FBX.
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  2. Enable ImportMeshLODs and set Create New Materials.
  3. When imported, Slots are Red and Green.
    [Link Removed]   [Link Removed]
  4. Enable ImportMeshLODs and set Do Not Create Material.
  5. After importing, Slot will be Red only.
    [Link Removed]    [Link Removed]

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Fixed
Fix Commit14940433
Release Commit14940433
CreatedNov 30, 2020
ResolvedDec 16, 2020
UpdatedApr 27, 2021
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