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 ...
https://forums.unrealengine.com/t/usd-reimport-changes-referencers-to-transient/2421831 ...
This appears to be a UE4 bug in the way it handles the importing of FBX Material IDs from 3DS Max exports.Max uses set Mat IDs to organize multiple materials on a single object.UE4 correctly handles t ...
Auto Reimport source paths can cause a crash with the editor. I couldn't narrow down in my limited testing what would cause the crash vs what would not with these file paths. The one in my attached ...
This bug is critical since it can broke bone name reference between [animations, physics asset, curves, ...] and skeletal mesh bone name ...
There's a small typo in the "skeleton" tooltip in the editor's fbx importer. It says "and animation" when it should say "an animation" (see attached screenshot). ...