Dataprep crash

UE - Editor - Content Pipeline - Visual Dataprep - Apr 16, 2025

This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...

Bake Transform not working properly in DataPrep

UE - Editor - Content Pipeline - Visual Dataprep - Apr 16, 2025

When I use my dataprep recipe I'm seeing something strange. The Bake Transform node seems to be stripping the transform instead of applying it. I have this in dataprep: https://udn.unrealengine.c ...

Discrepancy in FBX import on animations

UE - Editor - Content Pipeline - FBX - Mar 19, 2025

In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...

Open Formats: Import PIE - Importing static mesh while a PIE session is running permanently breaks nanite on the asset

UE - Editor - Open File Formats - Mar 12, 2025

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 ...

Lidar Point Cloud Plugin functions return empty locations for individual points (both relative and world scale)

UE - Editor - Content Pipeline - Feb 21, 2025

The locations of individual point cloud points are empty in the array returned from the get_points_in_box_as_copies,get_points_in_sphere_as_copies,line_trace_multi functions. The last boolean argum ...

5.5.4 - Morph targets 1 frame offset

UE - Editor - Content Pipeline - FBX - Feb 17, 2025

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' ...

[Interchange][FBX] Import model with custom collision prevents socket to be imported

UE - Editor - Content Pipeline - FBX - Feb 5, 2025

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. ...

[Interchange][FBX] Import of Collision with combine static mesh is different than with legacy

UE - Editor - Content Pipeline - FBX - Jan 22, 2025

With Interchange, the combined meshes should not include the Collision mesh. Also the combined meshes should use the collision mesh as their collision. cf. [Link Removed] ...

[Interchange][Fbx] Collision is not applied on mesh in subhierarchy that has same name

UE - Editor - Content Pipeline - FBX - Jan 21, 2025

Reported here  [Link Removed] and maybe here too [Link Removed] ...

[Interchange][FBX] Import of custom collision add the collision mesh material slot to the mesh material slot

UE - Editor - Content Pipeline - FBX - Jan 20, 2025

cf part 2 of that UDN https://udn.unrealengine.com/s/question/0D5QP00000rP4CG0A0/interchange-custom-collision-changes-from-fbx-pipeline?fromCase=1 ...