Materials ID bug on re-import

Hi everyone,

When I re-import a multi-material IDs mesh, it still has the right number of IDs but they work like they are all instanced on the first one. ID 1 2 3 don’t take their assigned material in considération, they all take the ID 0’s assigned material.

They only way I found to make it work is to delete the asset from the content browser, then import it and reassign the materials to the asset’s IDs.

The problem is that in this process I have to reassign all the materials, lighmaps resolutions, and other parameters. Then I need to place every instance of the asset in the scene, one by one. It wastes a lot of time.

Do you guys have the same problem? Did you find a workaround?

Thank you for reading.

This was mentioned here:
https://answers.unrealengine.com/questions/524879/material-ids-broken-in-414.html

There is a bug report for this here:
https://issues.unrealengine.com/issue/UE-38750

My problem is totally different, IDs don’t get switched, only ID 0 works and all other IDs take the ID 0’s material in the viewport no matter which material is assigned to them.

Yes I am having this issue in 4.15. I’ve had it in previous versions of the engine too. My materials get switched around when I reimport a mesh. I’ve also noticed it when restarting unreal (and not reimporting).

If you open the mesh and then go into the property matrix (top right of asset details next to all the material assignments) expand the skeletal mesh rollout and next to materials hit the garbage can icon. This will delete all the material assignments (not the materials) then when you re-import the material IDs and associated UV’s from max will be taken from the newly exported file not the one that exported initially. You will still have to re-assign all the materials. There should be an import option to override the materials in UE4 with the ones from the file being imported. Hope it helps.

Thanks for your answer, I’ll try that soon :slight_smile: