When you import an FBX with metadata, it will always be prefixed with "FBX". The prefix can be changed via FBX_METADATA_PREFIX_TEXT() on line 112 of FbxImporter.h. This should be freely editable by ...
When adding an asset directly to a blueprint, it is not in the streaming components, so the assertion fails when setting the geometry cache. ...
When reimporting a Skeletal Mesh that has LODs generated via the reduction tool, the editor will crash if the Skeletal Mesh Simplifier plugin is disabled. This issue was originally reported on th ...
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 ...
Crash when we restore metadata after re-importing a skeletalmesh. ...
UDN customer reported that using automated groom import through Blueprint was crashing. This can probably be reproduced with a Python script using an asset import task with the automated flag set to ...
When doing an unattended OBJ export with python. The export will fail and give the atteched callstack. ...
The licensee reported the following on this issue. The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGr ...
There is a bug in the fbx curve import code where we do not multiply the tangent by the scale parameter. Only the key value is currently scale. In 4.25 there was a hardcoded 0.01 scale but it was w ...
The imported metadata is prepend with "FBX." so we can easily know if a metadata was imported or created in the editor. ...