When importing a Static Mesh if you use the default settings and then manually import any LODs for that static mesh they will be rotated by 90 degrees.
I found that disabling Transform Vertex to Absolute on the initial import of the base mesh (LOD 0) will correct the issue. This functionality is a regression of 4.11.2 where the option for Transform Vertex to Absolute was present, but did not cause this issue. This affects 4.12 release and 4.13 Dev-Main CL-2986935
FBX export versions checked:
-2013
-2014
-2016
1. Open UE4
2. Import any test asset (one attached if needed)
3. Open the actor in the SM Editor
4. Manually import another asset for the LOD 1 (Use the same attachment if need)
5. See results.
Regression: YES
Results: If using the default settings on import of the base mesh the imported LODs will be rotated by 90 degrees.
Expected: The LOD should not be rotated.
Workaround:
Disable Transform Vertex to Absolute on import.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Head over to the existing Questions & Answers thread and let us know what's up.