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StaticMesh CollisionProfile lost on reimport

Hello,

I'm experiencing the following issue, that appears to be a bug:

  1. Create a new empty blueprint project with 4.12.3

  2. In the content browser, click import

  3. Choose an FBX file

  4. Accept the default import settings

  5. A new StaticMesh asset will appear in the content browser. Double-click the asset

  6. In "Static Mesh Settings", change the Collision Preset from BlockAll to Ragdoll (or anything else)

  7. Save the asset and close the static mesh editor tab

  8. Right-click the asset in the content browser and click "reimport"

  9. Note that the asset was re-imported succesfully

  10. Double click the asset

  11. Note that in "Static Mesh Settings", the Collision Preset is set to BlockAll

Expected result: after reimport, the Collision Preset is set to "Ragdoll" (or whatever you chose in step 6)

Is this behaviour expected? If so, what is the correct workflow for using the Collision Preset setting on a Static Mesh asset that is in development and must be reimported often?

Thanks,

Isaac

inbetweengames

Product Version: UE 4.12
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asked Jun 18 '16 at 10:28 AM in Bug Reports

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eyesiah
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Until you get a better solution (which will probably be very long) You can just Create a new Actor, add the static mesh there, set the Collisionprofile for the Actor Mesh component and use the Actor in the world instead of the plain mesh.

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Hi Isaac,

I've submitted UE-32251 for this issue.

Thank you for submitting a report.

Tim

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answered Jun 20 '16 at 08:55 PM

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Tim Hobson ♦♦ STAFF
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