Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...
Hello, When reimporting an FBX using interchange, the material are reapplied and we are stuck with the old properties. We are calling interchange by code, but we were able to repro by doing a reimp ...
For our static mesh pipeline we have group nodes in Maya that use the name of the asset. Under that we have a mesh that also has the name of the asset. We may also have collision as well so a typica ...
Morph targets work! Yay! But found another issue. Basically import an fbx with multiple animated morph targets applied to it. The morph change shape over 1 frame and for some reason in 5.5.4, there' ...
We've started seeing a crash in editor when re-importing one of our assets. <pre class="ql-syntax">Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 783] Array index out of ...
I would like parity with legacy: 1) only one material 2) socket to be imported Box_Socket file imports same in legacy and interchange: it is just box and socket without collision. ...
All the imported animation only contain one frame. If the file contains in archive are imported in a gltf web viewer we can see animation are playing. [Link Removed] [Link Removed] https://foru ...
The mesh changes and the asset name stays the same while the two FBX are completly different: different filename, different mesh names in the FBX CF video for repro steps. https://forums.unreale ...
Reported here [Link Removed] and maybe here too [Link Removed] ...