We should test two key instead since one key is a constant value.
We have to make sure it did not break any current pipeline. But my guess is no. The question we should verify is, is users were putting only one key to create rigid skeletal mesh?
Having it wrong is not that critical since this is use to automatically choose the fbx import type (staticmesh, skeletalmesh and animation)
We should also be able to remove the 3ds MAX hack where we skip the translation and rotation curve because there is always one key in there.
Create an asset in Maya that have unskinned mesh with with only one key on the transform.
RESULT: You the fbx import will choose to import a skeletalmesh by default
EXPECTED RESULT: Since there is only one key, it should select staticmesh by default
error message when install in U.E 5.3 - IS-IN-FCO2-82
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
Bullet replication problem. The players sees each other but does not see the bullet
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-99542 in the post.
1 |
Component | UE - Editor - Content Pipeline - Import and Export |
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Target Fix | 4.27 |
Fix Commit | 14558759 |
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Created | Sep 11, 2020 |
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Resolved | Oct 29, 2020 |
Updated | Apr 28, 2021 |