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 ...
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 ...
When I use my dataprep recipe I'm seeing something strange. The Bake Transform node seems to be stripping the transform instead of applying it. I have this in dataprep: https://udn.unrealengine.c ...
Can we please implement a feature whereby the shader name applied to surfaces / objects is used for the Material Element Slot? When using Dataprep and replacing the materials using a table, it give ...
In the attached screenshots, the following Animation Sequence assets are wrong: * FX_WST050_pSphereB1_TS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereC1_TRS_AnimFX_WST050_pSphereD_TR_Anim If yo ...
Importing a Static Mesh during PIE can cause it to never enable Nanite, even if it reports that Nanite is enabled. To re-enable Nanite on the mesh, the asset needs to be deleted and imported again ...