Reimporting an asset after making changes causes loss of saved LOD changes when editing a static mesh. Similar issue was logged and fixed for SkeletalMeshes but this issue is still occurring for ...
When a mesh in Blender is Duplicated and exported as an FBX, then imported into Unreal with Combine Meshes unchecked, then both meshes reimported, one of the meshes has another mesh added to it. The ...
When reimporting a static mesh settings that have been changed in the Static Mesh Editor will be reset to the defaults. ...
When exporting Foliage instances to FBX the FBX will not contain any of the foliage instances, but will include any other static or movable geometry. This is a regression. This worked in 4.11.2 but ...
Engine crashes when asset has been reimported multiple times through the mesh editor -Editor crashes in Main when reimporting -Editor crashes in 4.17 when changing the Import Transforms ...
When importing an FBX camera into a Level Sequence via the FBX Import dialog, we rely heavily on the Import Uniform Scale and Convert Scene Unit options for DCC interoperability. These settings ...
Importing an FBX into an empty camera animation sequence crashes the editor. The import seems to fail when trying to add a camera cut track. Exporting an fbx from a camera animation sequence, deleti ...
Information about this goes here....Reimported Skeletal Mesh FBX 2016/2017 in preview window. Didn't crash outside of preview in the standard content browser context menu. ...
UPaperSprite::PostLoad() now sets BakedSourceTexture, BakedSourceUV, and BakedSourceDimension (if AtlasGroup is nullptr). There's nothing in reimport that sets them, so they are stale/latch to the ...
When importing Animation FBX files into 4.20 the following error is received: "Failure to Import - Mesh contains root bone as root but animation doesn't contain the root track." The importing proce ...