[4.14 P3] FBX Reimport Static Mesh combines all the mesh

Initially importing FBX with combine mesh off works fine. If I had 10 mesh exported in one FBX file, they all come in as 10 mesh. But after making changes to one of the 10 mesh and re-export the FBX, then right click on the revised mesh in content browser and choose “Reimport” combines all 10 mesh into that one mesh I reimported. This does not occur in 4.13

Same here. This seems like a bug.

Steps:

  1. Import the fbx file
  2. Uncheck “combine meshes”
  3. All good, the meshes are separate in UE
  4. Select one, right click, select “re-import”

Expected result: Only the separate mesh is re-imported

Actual result: The mesh instead contains the whole combined mesh

Turns into a real mesh mess… badum tss

I’m gonna have to revert to 4.13 until this is fixed. Or until I find a way to fix it (or I’m doing something wrong… )

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Same here…

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Hi all,

Thanks for reporting. I’ve submitted a ticket for this issue. You can track it here: Unreal Engine Issues and Bug Tracker (UE-38925)

For future reference, when you have a bug that you’d like to report or notice a regression in expected behavior please post these in the Bug Reports section. This will get eyes on the issue faster to prevent these kinds of issues. In other sections that we don’t always monitor as regularly they can get lost, like this one did. :confused:

-Tim

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Yes, thanks for reminding about the bug report section as I thought this was it since Google took me here. Not realizing I had to choose the bug report section as I compose the question. And at first, I didn’t know if this was bug or user error either. I thought maybe import setting was moved to somewhere.

Thanks for informing about the bug section! I thought you didn’t have a public bug tracker, but my memory must’ve failed me :slight_smile:

I have installed 4.14.1 but it keeps replacing each mesh with the hole fbx scene (Exported from 3Ds Max 2017).

This is fixed in 4.15 and not 4.14.1. I’ve corrected the ticket to indicate this.

It sound really strange.
It’s not simple or possible to correct this problem on new 4.14.x?
In 4.14.3 always bug.

@Neiko srl

Not all fixes will be added to any hotfix. Typically just crashes are resolved or critical regressions are added. This helps to prevent any other issues from cropping up as well.

In the linked ticket above the commit is linked so you can pull down from GitHub and integrate the change into your own source build of the engine as well.

So just to clarify we have to wait for 4.15 before this bug is fixed?

@anonymous_user_acf1ee31

That is correct. Like I said, the linked ticket above does have the commit link for GitHub so you can manually integrate changes yourself if you’re using a source build, though. If you’re wanting it in the Binary version from the Launcher you’ll have to wait for 4.15’s release.

OK thanks appreciate the response.

I have posted a query on another thread whether anyone is having this same issue on 4.15 as I am.

I am not having this issue on 4.15

I can confirm that this is not fixed in 4.16.3 and that points (and probably other special characters) in object names cause this issue.

Can confirm this still isn’t fixed. The ticket says it was fixed, but alas this still happens in 4.27.1

And in 5.0.1 - May 23 2022

5.03 as well. This seems to happen mainly when geometry groups are added to a mesh though, but it completely renders the feature useless and has happened in every version of the engine I can recall.

is there a way that when i am importing the static mesh as all meshes combined each unique mesh has its own individual box collisions?