Unused materials have been imported

When I imported my mesh it had one Morph target on one model, the next thing I know when I double click the skeletal mesh to get into the editor window I receive an error that is asking me:
"The following materials need morph target support (‘used with morph targets’ in material editor);
Texture1
Texture2
Texture3
Texture4
Texture5
Texture6
…(10 more etc)

This should not be happening.

Also I noticed further more that a few materials that were unused in the original model have been imported.

Hi SilverNeon -

When you exported your model from Max(Maya?) did you ensure that the Material IDs where correct and unused IDs were flushed from the model itself? If you skeletal Mesh as a whole uses Morph Targets then any Material assigned to that Mesh will require the Usage flag for Morph Targets to be set to true. Can you provide a picture of your setup and the behavior you are seeing in the Editor as well as you setup in Max (Maya?).

Thank You -

Eric Ketchum

Hi thanks for replying, yes the model is clean.
I will look further into the textures/materials issue more but for now but this morph target but is bothering me.
To explain it further I have attached the image here.

Hi SilverNeon -

It looks like there is two issues here. One if your face is connected via a skeleton to the rest of your body then all materials on that skeletal mesh will need the Morph Target usage flag set to true, the engine sees the mesh as one item with multiple materials applied to it. Second and slightly more concerning is that if you did not export nor import Morph Targets you should not be seeing any of these messages.

We’ve confirmed the correct functionality on our end with available assets, would it be possible to share your fbx with us? (If you would like to keep it private you can message me via the Private Messages on the Forums as well.)

Thank You -

Eric Ketchum

Hi there I tried to import the model again with no animations at all and it worked fine, then I exported the model from Max again making sure morphs were excluded but standard animations were included and then pressed the import button to get this new fbx to overwrite the old one, then Unreal Engine Crashes and it gives this error attached.link text

However after re-opening it again and importing from scratch into a new project both the Morph issues seem to be gone, maybe I accidentally pressed something. However the import mesh button on the Mesh I have reproduced and thus sent two crash reports, attached is the first crash report.

The Specific Crash site (I only tested it here) occurred when I double clicked the FBX within Unreal. It takes me to a window showcasing (Skeleton, Mesh and Animation). The Skeleton has an option called import mesh (white arrow, blue person) and pressing that I found my Fbx on the desktop and imported it, from here I get a confirm overwrite and then after clicking import it Crashes.

I also attached another bug within the editor and its annoying me very much!!
The Window when I drag it around makes many copies of itself!
alt text

Hi SilverNeon -

We are still not able to reproduce the crash you are experience with our available Skeletal Meshes with Morph Targets, we will continue to try but having your asset’s fbx would speed the testing process along.

Regarding the trailing that you are experiencing I too was experiencing that but it actually is not engine related but Windows Manager related. What is the desktop settings you are using for your desktop theme? Are you using an Aero Theme (the ones with the Transparent Taskbars) or a Windows Basic / High Contrast Theme?

I have used the Windows Basic Theme forever, but changing to an Aero Theme completely fixed the issue for me.

Thank You

Eric Ketchum

1.Hi there sorry I cannot legally share the mesh but since I resolved the morph target problem you don’t need it. The good news is the Crash (pun intended) still works with my other models. So I will send that one.

Just to clarify the Crash Only* happens in this window (image attached) and not the normal content browser view/scene view.

  1. It does resolve when I switch to Aero but I don’t use Aero instead the Windows Basic theme and it only happens for the import window - no other windows in the Engine so then it can’t be a Windows manager problem.

P.S. The File was sent to your PM from the Forums due to it being a private model I made.

Hi SilverNeon -

I understand about the model and I did delete the post as soon as I got the model. I was able to test and can reproduce the crash and even better news it looks like this crash is related to a static mesh import crash I reported earlier when items have the same names on import. I tested again in our Main branch and the crash no longer occurs. You should be seeing the fix coming with 4.8. In the meantime, if you use the Reimport Mesh button in Persona instead of the Import Mesh button you should be able to update your mesh without worry.

From my experience with the windows trailing issue, I too thought it was just the Import window but then I started to pay closer attention to other programs and they too where doing it as well, though not as noticeably as the Import window.

Thank You

Eric Ketchum