Importing a mesh that changes the hierarchy of a related skeleton causes the animation retarget settings on the skeleton to be lost. This is because in UInterchangeSkeletalMeshFactory::EndImportAss ...
From customer: "In the StaticMesh Export option, when bExportSourceMesh is set to True, exporting StaticMesh Assets and importing them into DDC tools such as 3dsMax or Maya results in the UVs being ...
A licensee has reported that the following repro steps can result in a "Failed to merge bones" error:One of our Skeletal Mesh assets was imported into engine version 5.4 using an older version of th ...
Context: Sockets are attach points that can be placed on a Static Mesh to attach an object to the static mesh. Problem: Importing an FBX that contains a socket from Blender to Unreal, the socket ge ...
Hello! We have encountered a bug with the Interchange pipeline. When an interchange texture import is cancelled due to non-power of 2, and then the same texture is imported again without any change ...
hello! was curious if there were any settings I could adjust in Unreal to reduce the size of uassets generated from fbx files with embedded textures? i've recently swapped to using fbx exports from ...
Hello, I'm using Interchange in a UE5.5.4 project with my Pipeline Stack containing a copy of the DefaultAssetPipeline and a custom Python Pipeline. When importing my Animation with only the Defau ...
The runtime import process works fine in editor, but fatal error when trying to do so with packaged build of project. My function that calls ImportAsset():bool UMeshLoader::RequestMeshLoad(FString ...
When reimporting a static mesh asset before PIE execution, the value of bAllowCPUAccess is false. If reimporting a static mesh asset while PIE is running, the value of bAllowCPUAccess is true. In a ...