This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
When using the legacy fbx importer with time zero option to true the skinning is good. So its a regression. Would be awesome if it can be fix in 5.5.1 ...
We need to support geometric transform for meshes when importing skeletalmesh ...
Following code works as a work around : void SFbxSceneStaticMeshReimportListView::OnChangedOverrideOptions(TSharedPtr<FString> ItemSelected, ESelectInfo::Type SelectInfo) { #if 0 check(ItemSele ...
We need to call TransferAdjustSettings on the duplicated pipelines to execute the preview import. ...
UInterchangeGenericLevelPipeline::ExecuteSceneNodePreImport is iterating all nodes for every actors it create. We need to cache the result. ...