If you import multiple meshes from a single FBX file, then rename the asset in the Engine or in the Modeling Program, you will no longer be able to reimport asset until you complete overwrite import ...
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). ...
This is a common crash affecting users. User DescriptionsJust import a Mesh of Fuse Source Context 624 void UnFbx::FFbxImporter::RecursiveBuildSkeleton(FbxNode* Link, TArray<FbxNode*>& Out ...
After importing a Static Mesh, if you alter any build settings and apply changes, on the next opening of the Project you will not be able to reimport the asset changed. You will have to retarget th ...
Using the Auto Importing Feature in the engine, when you initially place or update multiple FBX files in the Content Directories, you cannot set values and use the Import All Button. You will have ...
When you import the SRT files for both Broadleaf_Desktop and BroadLeaf_Mobile, the BroadLeaf Mobile Texture Atlas (Diffuse and Normal) will not import. This is a regression, it imported properly i ...
Objects with a bezier curve modifier register as having no triangles when imported to editor from Blender as an FBX. ...
When exporting a large file, due to the way the auto reimporter only checks for the number of changed files has remained stable for some given threshold, it can kick in too early even though the sin ...
Skeletal or Static Meshes exported from DAZ Studio as 2014 FBXs import with errors since 4.7. The same mesh in 4.6.1 imported without perceived errors. [Image Removed] Attached Files: DAZ_Test.fb ...
FBX assets which are reimported after being successfully imported using the auto import feature (saving the FBX to the Content Folder) are failing to apply changes made to the mesh in Maya 2015, Use ...