Quote from the licensee (FbxSkeletalMeshImport.cpp inside "// merge bones to the selected skeleton"): this happens because in UnFbx::FFbxImporter::SetupAnimationDataFromMesh, the function FindFBXMe ...
After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...
DESCRIPTION: When importing a mesh with 1 or more additional LODs when Generate Mesh Distance Fields has been enabled via the Project settings will cause a crash if the import options include using ...
The samplerate of a track was compute with the following formula Equation 1: number of Key / animation Time This formula work only if we have animation keys that are time equidistant. example of ...
In a headless editor instance we will not be able to send toasts to the user, and we should not notify slate. The Sequencer Tools function library calls MovieSceneToolHelpers::ImportFBXCameraToExist ...
When importing a file from Blender, UE creates the correct number of materials, but the number of textures is incorrect and is being overwritten, and not importing the correct amount. Tested and re ...
If you have socket locators parented to the mesh in Maya and you have a Y-Up environment, the sockets will import to UE4 with an incorrect orientation. See attached images. ...
I set the Forced LOD Model on the mesh component > 1, then tried to export, this is what causes the crash. Here is my suggested fix, we just don't use Git or I'd do a PR: In the else() branch of FF ...