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Reimport Static Mesh Doesn't Update Changes In Rotation

If the rotation of a static mesh was changed in a 3D editor (3dsmax in my case) and you click "Reimport" in Unreal Editor, the new rotation isn't imported. Changing the pivot rotation didn't seem to make a difference either.

e.g. My asset was facing the wrong direction (relative to its forward), so I changed it in 3dsmax, reimported, but it still faced the same direction as before.

In order to fix this I have to replace the asset with the updated file and choose to overwrite.

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asked May 04 '14 at 03:37 PM in Bug Reports

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DannRees
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Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you.

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answered Oct 03 '14 at 02:23 PM

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hi this is an old posting. did you solve your issue? if not, it is perhaps because you didn't reset your transformations on your object in 3dsmax. select object. go to tools in the command panel and select reset xform. then convert object to editable poly again. then reimport and look if the rotation is now tranfered correctly.

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answered Jan 20 '15 at 09:40 AM

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[PB]Aphexx
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