Importing a mesh that changes the hierarchy of a related skeleton causes the animation retarget settings on the skeleton to be lost. This is because in UInterchangeSkeletalMeshFactory::EndImportAss ...
From customer: "In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being ...
Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
Hello, We seem to have encountered some unwanted behaviour when importing certain curves from our animation fbx assets into Unreal. Some of these curves don't have keys from the very first frame, b ...
hello! was curious if there were any settings I could adjust in Unreal to reduce the size of uassets generated from fbx files with embedded textures? i've recently swapped to using fbx exports from ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
Hi, I also ran into an issue when exporting a skeletal mesh that has multiple sections that all share the same material slot. It looks like the index buffer that's constructed is incorrect. In GLTF ...
When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false. If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...
Hello, I'm using Dataprep to import an FBX file, and running into some difficulties of arranging my data. I have the following on import: [Link Removed] I'll discuss textures here, but in realit ...
This question was created in reference to: [Link Removed] Last post fixed the import crash, but it seems it added another. If we hit Execute button twice in a row by mistake we get a crash with th ...