In the 4.16 Binary build When making changes to an asset that is set up for auto import, or in a folder that is a Content Monitored directory, changes made do not get detected by the engine. Regres ...
There are no errors or warnings in the console output or logs that suggest anything went wrong. Also attempted to import a .PNG with no luck. Exact command used, use of <user> where appropriate:UE4 ...
Morph targets created on Reimport when "Import Morph Targets" is disabled ...
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 ...
A crash occurs when reimporting a SpeedTree asset after clearing the material billboard element and setting it to the default world grid material. The licensee reporting the issue mentions to worka ...
Importing an asset with morph targets enabled, but with import animation disabled does not import morph targets. Note: if you open the asset and press re import the asset's blend shapes will reimpo ...
When you disable the import option for Remove Degenerates the checkbox under the materials for "Enable Collision" will be disabled. This only matters if per-poly collision is being used for the mesh ...
Reimporting a static mesh causes a significant change of view in the Static Mesh Editor Viewport from the original view. (See attached images) Regression: No ...
Not all material elements are created and assigned to the static mesh using multiple materials. With the attached mesh, only the first element is created and the other two are left non-existent. I c ...
This is a regression in behavior between 4.14.1 and 4.14.2! The editor will crash when importing FBX meshes that have multiple material ID assignments. If it's a single material ID it will import w ...