Crash using Import Commandlet on FBX that gets "Bones are too small" error when imported manually Error from manual import: Warning The bone size is too small to create Physics Asset 'ButterflyVa ...
The editor is not allowing users to save or close a project after an .FBX file has been copied to the project's Content directory and allowing the Content Browser to discover the change in source fi ...
Reimporting a skeletal mesh causes "use high precision tangent basis" & "use full precision UVs" to reset and no longer being applied to the mesh. Reported and tested in version 4.25.3(CL 13942748) ...
Adding a new Directory to Monitor to the Auto Reimport settings for the Editor results in any Editor windows on the primary monitor being moved behind the top-most window on that monitor. ...
An FBX with Multiple Meshes and only one unwrap per mesh (no 2nd UV channel) will import the first mesh in the file correctly but will produce invalid lightmass settings on each additional mesh impo ...
Anim sequence re import factory is not overriding correctly the settings when we pass the override UFbxImportUI asset. It still use the original import data ...
StaticMeshActors placed in the world can override the default materials of a static mesh. If the static mesh is then reimported with less materials, the actors maintain references to unused material ...
In Main the cube Section0 LOD material is replaced with the DefaultGrid material which is also not expected. This appears to be a regression from 4.15 based on the test execution history. ...