This is because FFbxExporter::ExportStaticMeshToFbx() does not correctly determine the OverrideMaterials.
Therefore, the following code will not pass.
else
{
Material = StaticMesh->GetMaterial(Polygons.MaterialIndex);
}
You can also override it, even temporarily, to avoid the problem.
(2021-08-05_03h05_44.png)
1. Place the Sphere in the level.
2. Press "Reset to Default" to assign the DefaultMaterial. (2021-08-05_03h21_21.png)
3. Press "Export Selected" to export the FBX. (2021-08-05_03h13_36.png 2021-08-05_03h13_00.png)
4. If you check in MAYA, you will see that the material names are different. (2021-08-05_03h14_10.png)
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
What property of the Slider is the image used when dragging?
What properties of the progress bar can be used for drag and drop highlighting?
Can I delete elements during the Map loop?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-120989 in the post.
1 |
Component | UE - Editor - Content Pipeline - Datasmith - Exporters |
---|---|
Affects Versions | 4.26.2 |
Target Fix | 4.26.2 |
Created | Aug 4, 2021 |
---|---|
Resolved | Aug 5, 2021 |
Updated | Sep 14, 2023 |