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". ...
In the case of "Reimport Base Mesh + LODs", there is no crash. ...
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- ...
Set critical because loosing settings is dangerous. This is not a regression, the bug is in 4.22 and earlier version. We have to save all options of the LODInfo, currently nothing is saved. Also sh ...
Make sure all created and modified asset in a re-import are mark dirty. Creating a collision mesh was dirtying the asset, this is why the bug is only when we are not generating collision mesh. ...
The attached fbx was exported with dense data, i.e. there are 10 subframe keys set per frame vs the usual single key per frame. We do this to eliminate subframe "jitter" that occurs sometimes with ...