FBX Import/Export Bug

When updating a model with custom collision, UE4 (4.10.3) experiences weird buggy issues. Preface: I’m using Perforce source control in Unreal, the assets are checkout and writable even though using/not using source control doesn’t appear to make a difference. I’m using Maya 2016 and the 2014 FBX Exporter. I’ve also confirmed that using Max 2016 with FBX exporter does the same thing.

The model (when imported for the first time) appears correctly. The collision geometry is hidden and properly aligned:

However, if I updated the model in Maya 2016 and re-export it, UE4 updates the asset and does this to it:

The model now has a secondary element with the “WorldGridMaterial” applied to it. Attempting to remove this causes a fatal crash in editor. This only happens when reexporting the model once it’s been imported into UE4.

Another issue occurs when reexporting that causes the collision geo to scale by 0.1:

If I export the exact same model as a different name…UE4 imports it with all the correct settings. I’ve deleted the asset from within UE4, removed it from the file system, verified in Maya that the FBX export does in fact have all the properly named geometry and collision. However, it seems like UE4 has some sort of internal cache that’s remembering the original imported file and when updating the file and won’t accept the file changes and/or causes buggy issues.

Hi Bad Rhino Games -

I am attempting to test this issue, but have not found a successful reproduction as of yet. Can you possibly share the asset that is causing this issue for you?

Thank You

Eric Ketchum

Eric,

Absolutely. Attached is the .FBX file. I attempted to recreate this same issue on a machine running 4.10.4 (Marketplace) without any plugins and the .FBX import/export appeared to work just fine. However, on our Source version (4.10.3) of UE4, the model still experienced the weird caching-like problems. Here’s a quick video showing the process and the errors I encountered: - YouTube

Ryan

After some thorough testing, I discovered the issues resided in Simplygon’s plugin not updating the model/asset when the default 1 LOD option was enabled. Models import, by default, with only 1 LOD.

Default import:

After clicking “Force Rebuild” the model updates with the latest data.

I discovered that as soon as you change the default LOD settings in Simplygon from 1 to 2 (or anything other than 1) the model will update immediately upon re-importing. This issue only appears to occur when the default 1 LOD setting is active.