Reimport function not updating assets

I’m currently using 4.6. A lot of times when I’m working in Unreal, when I import something, I generally will go back and forth between Unreal and my 3D modeling program to update the asset, re-export it from the modeling program, and then use the Re-import function to update it to the current version. But lately, when I do this, my changes are not being reflected. I instead have to delete all the older uassets from my project and then import them from scratch. This is especially a problem when I am working with characters and animations. If I update the weight paints on my character to make for smoother animation deformations, I have to re-import both the skeletal mesh and all of the animations associated with it. This is rather frustrating. Is there any way to figure out what might be causing this issue?

Hi AialexanderPsoih,

Thank you for taking the time to post a report. However, re-import issues have been known for some time. The system has recently been re-done to make this much more effective. You can take a look at the feature post here: Engine Features Preview 2/13/2015 - Announcements - Epic Developer Community Forums

I’ve just tested this with 4.7 preview 8 and all has worked well for me. Any FBX assets that are saved in your Content Folder will be automatically imported with the import options opening as soon as the file is saved there. If you adjust the source file it will automatically update without the need to select the re-import option.

Okay sounds good, thank you! Any ideas on when 4.7 will be official?

Very soon! I have no definitive date or time at the moment because anything can change. Keep an eye out though. It’s not going to be much longer! :slight_smile:

Reimporting is not working correctly for me (UE 4.7.6)
I used “reimport with new source” to replace skeletal meshes with modified animations. It says the import succeeded, but in animation editor the old animation is still playing. I have to delete all skeletal meshes and re-import them and re-construct blendspaces.

I believe this was fixed in 4.8 with UE-11291, but at the moment I cannot get reimport to work for my internal build of 4.8. I’ll test this once another build has been released and let you know.

Thank you!

Tim

Same case here 4.9.2 in the middle of a big project and reimport does not bring in the new mesh.

In prior version one could edit the path to an absolute in this field. Now not anymore:

65339-reimport-button.png

Downloaded 4.10.0 Preview 4 and it has the same failure

FReimportManager::Instance()->Reimport() call is missing in source code:

Wow: solved in 4.10 release! Thanks!!

I still have the problem in 4.11 FBX files dont re-import. Unreal says its updated successfully, but the model is not updated? Anyone else still have this issue? Its super annoying and breaks workflow.,Still have the problem in 4.11 FBX files dont reimport. It says its updated successfully, but the model is not updated!

@JayCee

Please make a new post since this was resolved with a fix and solved issues already.

This could be a separate issue or part of the same one, but it’s easier to start a new thread and follow up there rather than reviving an older one that solved other users issues.

Thank you!

Hi,
I’m looking for multiport 3d model,
can you tell me were can I get one?

The OP never confirmed that his issue was resolved, and tons of people in the comments seem to disagree that it was. Also, starting a new post apparently wasn’t the best way to go either because I’ve seen other posts with the same issue since this one and none of them even have a reply… It’s 2019 now, and I have the same issue that apparently is just an issue with unreal. Thanks boys, great engine you got here

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Hi! Sorry for not confirming. I switched to Unity in 2017 and haven’t worked much in Unreal since then. When I have worked in Unreal, I haven’t had many issues with re-importing in the later versions (4.20 something right now). One thing that I did notice is that Unreal keeps track of where files where originally imported from on your computer’s hard drive, so if the .FBX gets moved somewhere, like in another folder, Unreal won’t be able to reimport the model. The only other reliable method I’ve used for re-importing models is dragging and dropping it into the Content Browser and clicking “Yes” when it asks if I want to overwrite the file. At least that way, if you have other things referencing it, they won’t be broken. but you will probably have to re-assign materials and all that, which is annoying.