Export fbx currently exports specific properties that match onto existing maya attributes. Some properties don't match directly but they should still be exported as "custom attributes". ...
"Use T0As Ref Pose" doesn't work when FBX has two meshes with different bind poses. See attached example assets ...
In the case of "Reimport Base Mesh + LODs", there is no crash. ...
An imported file that resides within the project's folders gets a relative path. That path is not updated it you copy the uasset to another folder, so from the location of the new asset's the relati ...
There seems to be a second Scene root being created when importing an fbx scene. Something of note is that in the scene import dialogue we only see one "RootNode" listed. This has been found to occ ...
Selecting Reimport on a DataTable created in editor no longer triggers selection popup. "The change in behavior seems to be related to changes to UReimportDataTableFactory::CanReimport() which now ...
When importing animations with numeric names from fbx in UE5.2 or later, the AnimationSequence asset is created but the animation data is not imported. The workaround is to not prefix bones with num ...
When both an object and one of its components have transform tracks, exporting to an FBX will have inconsistent results. ...
[Link Removed] When you reimport a Static Mesh with an Added Material ID associated with it and in the Static Mesh Editor assign a material, the engine crashes. Also reproduced in Main Promotable- ...
After importing a FBX and closing the project, upon reopening the content browser does not show any assets and click/holding RMB does not allow camera to pan around. ...