Morph target animation not importing correctly

Worked fine in earlier versions. When importing animation with blendshape data, seems to only pull the first set of blendshapes it finds. This is an issue as we have characters in multiple meshes and multiple blendshapes. We verified the fbx is exporting correctly, so this seems to be an engine import issue.

Hey SpectralInk,

I’m having trouble reproducing this with an asset that I created. Could you send me the .mb and fbx files? You can attach them here or PM me a download link on the forums if you’d like to keep it private.

Hey Spectral Ink,

I’m so sorry this got lost in the mix. I recently got another PM and saw your messages there. I haven’t been able to reproduce this in 4.15 with your assets. Can you confirm that it is still occurring in 4.15 for you?

definitely still broken in 4.15. Have not tried it in 4.15.1 yet.

Taken an asset that already existed and trying to re-import it. Not only will it not update the blendshapes or remove the old ones, its also not updating material id’s

actually, looks like I’m getting a bad export on my end on my current test character, so I’ll get back to you

ok, got my character exported correctly. looks like blendshapes do not import in initial import, but if you re-import the come in.tried it in 4.15 and 4.15.1. When the character exists they come in fine, otherwise I have to import then immediately re-import

BTW, found another issue. A re-import doesnt clear out old blendshapes.

Create a character with blendshape A. Import it into the engine. Then delete blendshape A and create blendshape B. re-import, you now have both A and B

The morphs not importing is a known issue that is fixed for 4.16 (see UE-43058).

After you reimport, does everything look ok?

I believe your second issue will probably be resolved by UE-21650, which is not public visible, but it covers reimport issues with morphs.