RESULT: Spawnable didn't exported because it doesn't exist at export time.
EXPECTED: The spawnable object gets exported to fbx and can be opened in Maya
Alternative repro:
1) Create a blueprint derived from actor
2) Add a skeletal mesh component and assign a skeletal mesh
3) Add actor to a level sequence and assign an animation to skeletal mesh component
4) run the following python script (with correct fbxFileName and levelSeqPath)
import unreal
levelSeqPath = "/Game/Cinematics/Takes/2020-01-10/GE_0004_0001"
exportFBXOptions.fbx_export_compatibility = unreal.FbxExportCompatibility.FBX_2018
exportFBXOptions.ascii = True
exportFBXOptions.vertex_color = True
exportFBXOptions.level_of_detail = True
exportFBXOptions.collision = True
exportFBXOptions.export_morph_targets = True
exportFBXOptions.export_preview_mesh = True
exportFBXOptions.map_skeletal_motion_to_root = True
exportFBXOptions.export_local_time = True
seqTools = unreal.SequencerTools()
seqTools.export_fbx(world, sequence, bindings, exportFBXOptions, fbxFileName)
5) FBX will not export properly
NOTE: if the actor is a skeletalMeshActor (or a child class of skeletalMeshActor) it will export properly
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-87711 in the post.
0 |
Component | UE - Anim - Sequencer |
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Affects Versions | 4.24.2 |
Target Fix | 4.25 |
Created | Jan 29, 2020 |
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Resolved | Feb 5, 2020 |
Updated | Jul 30, 2020 |