Fbx imports as moveable when dynamic off

Following this thread: FBX Scene Import as STATIC? (bug?) - Pipeline & Plugins - Unreal Engine Forums

When importing an FBX via Scene Import, if Import as Dynamic is OFF and hierarchy type is “Create one Blueprint asset”, all of the meshes import as moveable, contrary to the “Import as Dynamic” tooltip.

Hi Duke,

I’m not getting the same behavior with one of my own test asset that has several meshes. When I use these settings OFF the assets import as STATIC and when I turn it ON they all import as MOVABLE.

Test Asset

Can you try my test asset linked above? If you get different results, can you detail more about your asset or post a copy here. This was fixed a while back and I’ve not run into the issue since.

Thank you!

Tim

I’m getting the same behaviour as you, and I imported my asset again (NOT a reimport) and it’s doing what it should.

I’ve attached a stripped down project that only contains the asset. Once open, navigate to Meshes/Building/ and open that blueprint. Notice that the mesh component is moveable. If you reimport the
FBX Scene (and use any source file) it (hopefully) comes in again as moveable.

I’m not sure a project that already has the mesh imported is a good test case to show the issue here since if you reimport it works as intended. If the issue can be reproduced on the initial import with a specific mesh that would be more worthwhile to pass on to an engineer in a ticket for investigation.

Got it!

  1. Create a new project and “Import into Level” the attached model.
  2. Note that in the blueprint, the mesh is static.
  3. Right click the FBX Level Import Data and reimport. Press Reimport.
  4. Note that in the blueprint, the mesh is moveable!

Thanks for working with me on this one. I’ve submitted a ticket and you can follow the status here: Unreal Engine Issues and Bug Tracker (UE-39102)