Description

Client has a workflow issue with the reimport pipeline:

UStaticMesh::bSupportPhysicalMaterialMasks should be copied over to UBodySetup::bSupportUVsAndFaceRemap before it takes effect for raycasts, etc. However, during a reimport:

  • A new StaticMesh asset is created
  • In StaticMeshImportUtils::RestoreExistingMeshData, ExistingMeshDataPtr->ExistingBodySetup properties are copied over to the new BodySetup through UBodySetup::CopyBodySetupProperty, but bSupportUVsAndFaceRemap is not copied over.
  • Unchecking and checking the bSupportPhysicalMaterialMasks property in the static mesh editor triggers a PostEditChangeProperty that copies the value over to bSupportUVsAndFaceRemap

Should UBodySetup::CopyBodySetupProperty include bSupportUVsAndFaceRemap?

Steps to Reproduce
  • Pick a StaticMesh asset that was imported from a source file.
  • Set up a physical material mask for the static mesh, e.g. like in https://forums.unrealengine.com/t/physical-material-masks/156605/2 .
  • Make sure its "Support Physical Material Masks" property is checked
  • Reimport the StaticMesh asset from source
  • In PIE, observe that raycasts do not respect the physical material mask

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Unresolved
ComponentUE - Simulation - Physics
Affects Versions5.6
CreatedFeb 10, 2026
UpdatedFeb 10, 2026
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