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[4.8.3] Overwritting fbx with combined mesh off won't save

I have an fbx that contains 160 meshes. I don't want to have to export 160 meshes individually in order to import them into unreal.

So, I am exporting them as a single fbx (modo) and then importing them into unreal with "Combine Meshes" unchecked.

alt text

This imports all 160 of the meshes as separate static meshes and works fine the first time. I am then placing these meshes in their correct locations.

And then I make changes to some of the meshes in modo and re-import the fbx into unreal. It imports and appears to overwrite the meshes correctly.

However, when I try and save my unreal map it gives me the following error for all of the meshes that were overwritten.

"ModelName.uasset cannot be saved as it has only been partially loaded"

If I first delete all of the models and then do the import I don't get this error on save.

However, I don't want to have to delete all of 160 models each time and have to re-position them. That is insanity.

Product Version: UE 4.8
fbx_import.png (66.0 kB)
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asked Aug 20 '15 at 03:53 PM in Bug Reports

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Hi Erebel55,

I have tried reproducing this in 4.8.3 and our 4.9 preview 4 and I'm not having any luck.

Here are the steps I'm using.

  • Make several objects in 3Ds Max (using basic shapes only)

  • Export as single FBX file

  • Open Blank Project in Unreal Engine 4.

  • Import FBX file (Combine Meshes unchecked)

  • place objects in the scene

  • Save all and name my map.

  • Go back to 3Ds max and alter my meshes

  • Re-export and overwrite original FBX file with changes

  • In UE4, select IMPORT and overwrite all other meshes imported with this file.

  • Can visually see change in the viewport of the editor.

  • Save all.

Using these steps, everything is working on my end that I can see. Did I miss something or do something differently than you?

Thank you!


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answered Aug 21 '15 at 06:38 PM

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Tim Hobson ♦♦ STAFF
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