StaticMesh sockets import from FBX with incorrect yaw

When importing a StaticMesh from FBX, the sockets in the model have the wrong yaw. We are creating sockets in the model using the SOCKET__xx naming convention. The sockets appear in the StaticMesh SocketManager, and the Yaw (Z Rotation) matches numerically, but is mirrored from the correct yaw around the X-axis. This appears to be a Right-Handed-to-Left-Handed coordinate conversion error in the FBX StaticMesh Import process. We have seen the same results when exporting models from both Max and Blender.

We can currently work around the issue by negating the Yaw value of the Socket, reversing the mirror effect.

Thanks,
-Kelson

Hi Kelson,

What modeling software are you using? Also, would you be willing to provide me with a basic example asset for this bug as I’m unable to reproduce this locally?

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Hi ,

We are getting the same results from both Max and Blender.

In the image below, the ArrowComponent uses the imported socket transform, while the mesh arrow was aligned to the socket transform in Max.

88765-sockettest.png

This image shows the incorrect socket transform in the StaticMesh Editor.

88766-sockettest2.png

I have attached a zip file with the Max source file, exported FBX, and a project with the imported FBX and a quick blueprint and level that were used to generate the images.

Thanks,
-Kelson

Hey Kelson,

Apologies for the delay in response, but it looks like my answer to this question never posted. I had entered this as UE-30094 a few weeks ago. Thanks for reporting it!!

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If you compiled from source:

..\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxStaticMeshImport.cpp line 1456 

Adjust that line to make multiplication of flipped axis by -1 Duno if that would be fix but I might call it hack :slight_smile:

Hi there , check my answer, might help sort it out…

Hey Vertex Soup,

Thanks, but this is already fixed for 4.13, but that’s good for anybody looking to fix it in 4.12 source.

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