Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Separate meshes combined at reimport [4.5 preview]

I have imported multiple static meshes from single file, with "Combine Meshes" flag checked off. When I try to re-import single mesh, I am getting all meshes from that file combined and imported instead.

Product Version: Not Selected
more ▼

asked Oct 07 '14 at 02:56 PM in Bug Reports

avatar image

124 6 13 21

avatar image Tim Hobson ♦♦ STAFF Oct 07 '14 at 07:57 PM

Hi 7hny,

I've just tested this and I am not able to reproduce this.

Here is my workflow:

  • Created Mesh with three boxes in 3Ds Max and exported FBX with all three assets.

  • Import into UE4 with Combine Meshes flag off

  • Three meshes import

  • Save all

  • Select a single mesh from the three that were imported

  • Right-Click Re-import

Using this I had no issue at all.

Can you clarify if this is your workflow as well?

Thank you!


avatar image 7hny Oct 07 '14 at 08:29 PM

Yes, this is my workflow, however I am experiencing random import behavior since I switched to 4.5 - sometimes meshes re-imported separately, and sometimes they are merged. I am attaching the mesh.

01_budynki.zip (212.7 kB)
avatar image Tim Hobson ♦♦ STAFF Oct 08 '14 at 07:43 PM

Thanks for providing the asset. I was able to reproduce this with your asset, but not with a newly created one. I tested several methods of trying to reproduce this with something new and did get it do so.

With that said, even though I was not able to reproduce it I put in a bug report (TTP: 349070) with the hopes that this can be figured out.

The only work around for this that's not very convenient would be to use separate FBXs for each one.

Thanks for your report!


avatar image aviel08 Feb 17 '15 at 11:52 AM

I'm having this exact issue with 4.6! It is very annoying. I have to start texturing from scratch when I need to do any update.

avatar image Darknoodles Aug 13 '15 at 05:02 PM

Sorry for digging up an old topic, but i'm experiencing the same issue in 4.8.3. Exporting object by object will be totally overkill to me as my models are Lego Bricks library, so i'll be 80 years old until i finish exporting all the bricks ^^

avatar image cygon Feb 15 '16 at 02:39 PM

I've got the same issue in 4.10 and this is a complete show-stopper for me. Any change to my meshes and I can delete all meshes, reassign all textures, rename all meshes, place all meshes (i.e. very nearly build my map from scratch).

It's even worse with animation clips. The first import correctly imports 20 individual animations, but any change to the FBX file means the UE4 editor will import the first clip in the file 20 times, destroying my whole animation setup.

Combine this with the general slowness of the editor and blocking progress windows and the tiniest tweak to a texture coordinate becomes 4-6 hours of work :-/

avatar image erhangorgun Apr 02 '16 at 11:37 AM

I got the same problem, I have an architectural design in sketchup, here is the workflow;

I have the default auto importing settings in UE

  • In sketchup export several objects at once (whole floor of an apartment building) in OBJ format.

  • open it in blender version 2.77 and uv map.

  • export it as FBX

  • import to UE 4.10 for the first time, bind textures etc.

  • reopen skecthup and revise the model

  • export OBJ

  • Import to Blender and UV map

  • export FBX

  • copy FBX inside contents folder of UE project

  • auto import is triggered and every single mesh object is replaced with the combined whole floor model. Causing 900 floor models on top of each other.

it is not acceptable to export each element seperately and try to position one by one in UE4.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

This older ticket entered with TTP:349070 was transferred over to JIRA with UE-1434.

This ticket was closed out as won't fix.

I would suggest using the Auto-Reimport option. You can read more about it here in a the documentation: https://docs.unrealengine.com/latest/INT/Engine/Content/AutoReImport/index.html

Thank you!


more ▼

answered Apr 04 '16 at 01:38 PM

avatar image

Tim Hobson ♦♦ STAFF
48.8k 888 103 878

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question