Reimporting Static Mesh Bug

Steps to reproduce.

  1. Import a static mesh with two or more geometry elements. i.e. two separate objects in 3ds max, each with its own material, exported out to a single FBX file.
  2. Open the static mesh editor and inspect LOD0. Notice each element is listed with its own separate material.
  3. Go to the Asset menu and select Reimport…
  4. Inspect your mesh and LOD0. Notice that all elements other than the first one have been removed. This is the bug.

Hi Wilberolive,

Unfortunately I’m not seeing the same behavior you’ve explained on my end.

Here are my steps for creation and import along with what I tested. I’ve even attached my test asset for you to test if you like along with the Max file.

  • In 3Ds Max I created a Box and a Sphere object. I left these as two separate objects that are are editable polys.
  • I created a Multi-Sub-Object Material with 2 elements.
  • I assigned Element 1 to the Box and Element 2 is assigned to the Sphere.
  • I Then exported the FBX with these objects as two separate objects (FBXTest) and one where I attached these objects as single asset in Max (FBXTest2).
  • I imported FBXTest into UE4 in it’s own folder.
  • I imported FBXTest2 into UE4 in it’s own folder.

At this point each FBX test has both the sphere and the box as a single asset with two material elements.

I reimported both using these methods and saw no change in the number of material elements.

  • Right clicked asset in the Content Browser and selected Re-import.
  • In the Static Mesh Editor I went to the Asset menu in the main menu and selected to Re-Import from there.

If you have any other insight whether it be missing steps, screenshots, or a video to demonstrate how to reproduce I can test from there.

Thank you!

Tim

FBX Test Assets

I have just tried it again and am unable to reproduce the problem by creating something in 3ds max. It appears as though the issue only seems to be happening with a particular set of models that I’m using, which I have exported from 3ds max myself to create FBX files specifically for UE4. So there must be something specific about these models that is causing the problem. I’ll have a bit more of a play with it and see if I can figure it out. Do you have a private way that I could send one of the models to you to test with if need be?

If you ever need to share anything privately you can send me a download link on the forums, but I must preface this particular issue with the fact that if it’s only happening with these assets and cannot be reproduced with new assets the issue will likely not go anywhere. In order for the majority issues to be fixed there needs to be a way to reproduce the issue in a consistent manner.

If you’re able to get any steps that can reproduce the issue I’m happy to look into it further.