The licensee reported the following on this issue.
The problem seems to be that the comparison below is not working properly. If the Material is not created, it will be a comparison between WorldGridMaterials, resulting in an incorrect branch.
.\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxStaticMeshImport.cpp
[Link Removed]
I think that the intended operation will be obtained by adding the condition of Slot name as follows.
&& StaticMeshMaterial.MaterialSlotName == CandidateMaterial.MaterialSlotName
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-103791 in the post.
1 |
Component | UE - Editor - Content Pipeline - Import and Export |
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Affects Versions | 4.25 |
Target Fix | 4.26.1 |
Created | Nov 30, 2020 |
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Resolved | Dec 16, 2020 |
Updated | Apr 27, 2021 |