User has pointed out that generating FBX files through C++ causes the level nodes and a light node.
I'm not fully versed with this, so the notes from the user may be more helpful for their description of the issue.
" When importing a fbx map will lights and some nodes that doesn't have attribute, I found out that a node that doesn't have an attribute, gets rotated around 90° yaw if the node before it was a light.
I had to debug the engine and found out that the potential issue is in the file "Engine\Source\Editor\UnrealEd\Private\Fbx\FbxMainImport.cpp" in functionFFbxImporter::TraverseHierarchyNodeRecursively. The issue is that ChildInfo.AttributeUniqueId is not initialized, causing it to get a value that was previously on the stack if the node doesn't have an attribute. For UE developers, the fix is to simply add ChildInfo.AttributeUniqueId = ChildInfo.UniqueId when the node doesn't have an attribute."
The workaround for this, provided by the user, is to make sure that a node with an FBXNull attribute is used.
1. Open UE4
2. Go to File > Import into Level
3. Import the attached FBX
4. Open the Blueprint and look at the nodes rotation
Regression: No
Results: Level nodes are rotated 90 degrees
Expected: Level nodes should not be rotated 90 degrees
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Editor - Content Pipeline - Import and Export |
---|---|
Affects Versions | 4.12, 4.13, 4.14 |
Target Fix | 4.17 |
Fix Commit | 3451529 |
---|---|
Main Commit | 3499771 |
Created | Aug 9, 2016 |
---|---|
Resolved | May 22, 2017 |
Updated | Apr 27, 2018 |