This is an issue with the sequencer model, it does not clear its bPopulated flag so doesn't allow for changing the frame-rate to a non-compatible (multiple/factor off FPS). ...
The fbx exporter should support material instance to export the same result has the user see in the content browser or in the level editor. ...
A licensee has forwarded an fbx that came out of Nuke. I think the animation is importing into Sequencer correctly, but the objects seem to be scaled. If I take the fbx into Maya and then reexport i ...
An FBX exported from 3DEXCITE DELTAGEN fails to parse correctly in the latest FBX SDK and crashes the UE importer. This FBX is automatically repaired when loaded into Maya (citing "polygons with ov ...
The fbx exporter should query component material override when exporting a level actor. ...
We now have the following error that is generated in FFbxImporter::ValidateAnimStackif (!FMath::IsNearlyZero(SubFrame, KINDA_SMALL_NUMBER) && !FMath::IsNearlyEqual(SubFrame, 1.0f, KINDA_SMALL_NUMBER ...
When the static mesh tree (brought in thru USD/FBX) is converted to Nanite - the tree thins, or rather visually thins - the thinner branches and/or leaves do not render in the viewport and go missin ...
If a user import a lot of animation in one fbx, the logic that compute the automatic framerate can diverge and hit a very high value. The maximum sample rate is 1920Hz which is very high,. The user ...
In Main, the reimport does not generate an error but the material instance is not updated. ...
Some artist customers want a tool to customize fractured mesh in chaos fracture just like the functionality "import fbx chunks" in APEX destruction, that could give them more controllability of the ...