FBX re-import does not reimport new UV's

Hello,

Apparently if I try to re-import a FBX mesh, the new UV’s are not imported. I’ve tried to delete the model from world, put it back, same problem. I’ve delete model from everywhere including content and imported a fresh one, and the new UV’s are ok. Using UE4 v.4.2.

Thanks!

Hi TDoro,

I’ve just tested this a couple of different ways and not experienced this issue, all of my UVs created were held. I am also using 3Ds Max. Can you list in detail how you are able to do this and if you are able to reproduce the error? Is it only happening in this one project or in all projects created with 4.2? Can you list the 3D software you’re using as well?

When you are re-importing are you right-clicking on the SM in the content browser and using the selection window there or are you clicking Import at the top of the content browser and importing the model completely again?

Any information you can provide that produces a clear repro of the problem will be beneficial in helping solve this much more quickly and if it is a bug getting it documented to be addressed.

Thank you!

Tim

When I reimport I am right clicking on static mesh inside the content browser, and select “Reimport” in the popup window (“Static mesh action” as title).

OK, so I tried to reproduce the bug, and check the output window this time, and the problem seems that the mesh do not reimport at all, even the popup notification window says “Succesfully reimported…” . Basically, initial import is OK, re-import even the same fbx file or updated one fails. Btw, I am using Blender.link text and I’ve upload also the fbx files.

Here is the output window:

LogEditorFactories: Performing atomic reimport of [C:/…/…/Temp/Unreal Temp/export/bug test/cube1.fbx]
LogFbx:Error: Call to FbxImporter::Initialize() failed.
LogFbx:Warning: Error returned: Unexpected file type
LogEditorFactories:Warning: – import failed

Hi TDoro,

Below is the Initial cube you’ve given and then re-importing the updated cube with the new UVs. I didn’t get any issue with it failing or not importing properly.

8622-initialcube+uvs.png

8623-updatedcube+uvs.png

Is this only occurring in a single project? What version of the engine are you using? Can you give me a detailed listing from the creation of your cubes to importing and reimporting so I can see if there is something that is possibly being missed?

Thank you!

Tim

I am using Unreal Engine 4.2 from Unreal Launcher.

I started a fresh project, and trying to do the same, I get same error in output window:

LogEditorFactories: Performing atomic reimport of [C:/…/…/Temp/Unreal Temp/export/bug test/import/cube1.fbx]
LogFbx:Error: Call to FbxImporter::Initialize() failed.
LogFbx:Warning: Error returned: Unexpected file type
LogEditorFactories:Warning: – import failed

So basically, first import works with out any problems, reimport fails BUT the little popup window from bottom right of the screen says “Successfully reimport…”.

Steps are:

  • start UE4, create a project
  • start Blender and make a cube
  • export the cube to a different directory that Unreal project
  • import cube in UE4 OK
  • modify UV’s in Blender, export again overwriting the initial cube
  • reimport cube in UE4 → fails.

Test project and import cubes are in a “temp” directory, and I don’t think there is something to “interfere” with here. I am also using Windows 8.1/i7 3770k/16Gb/nVidia gtx 660.

I will try tonight to compile Github sources and check again.

Thanks, and sorry for disturbing with this.

No worries! I don’t mind digging into this and finding a solution. We’re certainly here to help with situations like this. :slight_smile:

I’ll download and start with Blender tomorrow when I get in. I’ll need to look and see how to UV as the only thing I’ve ever been able to do is export the cube that is created when I open it. :wink:

Thanks for getting back to me with the details! That definitely helps if I can repro exactly the way you do.

Thanks!

Tim

Ok, in meantime the launcher was updated, I’ve updated UE4 to version 4.2.1. and same problem. I’ve compiled the sources from Github, and same problem.

Now I can reproduce the bug with out even exporting from Blender, even using same fbx file and trying to “reimport” gives me that error:

LogEditorFactories: Performing atomic reimport of [C:/…/…/Temp/Unreal Temp/export/bug test/import/cube1.fbx]
LogFbx:Error: Call to FbxImporter::Initialize() failed.
LogFbx:Warning: Error returned: Unexpected file type
LogEditorFactories:Warning: – import failed

Now, I’ve try to do the same thing with the demo sedan from vehicle tutorial video and I get same error again:

LogEditorFactories: Performing atomic reimport of [C:/…/…/Temp/Unreal Temp/export/bug test/import/SK_Car.FBX]
LogFbx:Error: Call to FbxImporter::Initialize() failed.
LogFbx:Warning: Error returned: Unexpected file type
LogEditorFactories:Warning: – import failed

Ok, so I’ve made another cube and this time I’ve save it in OBJ format, import works OK, reimport works OK:

LogEditorFactories: Performing atomic reimport of [C:/…/…/…/…/Temp/Unreal Temp/export/bug test/import/cube.obj]
LogFbx: Loading FBX Scene from C:/…/…/…/…/Temp/Unreal Temp/export/bug test/import/cube.obj
LogFbx: FBX Scene Loaded Succesfully

Conclusion: OBJ reimport OK, FBX reimport fail.

I am totally new to Unreal, I will try to look into the sources if I will have time maybe I can discover something. (Personally I think there could be a problem with this version of FBX lib from Autodesk not working so well on Windows 8.1).

Also if you have any advice how to debug more inside editor please tell me, I’ve compiled the Unreal sources with “debug” configuration maybe I can catch more warnings.

I just wanted to drop an update. My workstation just got updated to Window 8.1. I’ll be looking into this more very soon! My apologies for the delay.

Hi TDoro,

I’m still not able to reproduce the error you’re getting with the import. I’ve done this a few times now and not had any success at all.

I do think there are two separate situations here now though.

  1. FBX import not updating for your object
  2. The error log.

The error log issue I think is completely separate one related to this issue that has already been reported. (Link Here)

Using the correct pathing for the installation may be your best bet at the moment if you want to rule out that being an issue.

Let me know what you think.

Thank you!

Tim

Tim, I am having a similar issue, where I cannot reimport assets. I have found my assets will not reimport unless they are stored on the C: drive.

"Using the correct pathing for the installation may be your best bet at the moment if you want to rule out that being an issue. "

I can’t install the engine on C:, I have no room left. Is this the reason I can’t reimport assets?

I feel like this should be a separate posted question since this does not have to do with the OPs concern of FBXs not importing the correct UVs.

Can you post this as a separate question on the AnswerHub. Come back here and link it and I will assign myself to it.

Thank you!

Tim

Thanks Tim, Here is the thread I started a few days ago
link text

But TJ Ballard says it may be fixed already in this thread
link text

I’ll have to test it tonight, I missed that there was a 4.2.1 upgrade

Okay, good to hear. When I tried replicating it I could not get it to do so. I tried a couple of different ways. If you’re having issues still, post on the link and I’ll follow along and provide any assistance where I can.

Tim

I have the same problem, imported FBX objects have sometimes different uv other than the reality. To fix that problem in 3ds max or maya you can attach broken object to a new object(not the other way round!) like a simple box and try to export all to FBX and reimport. If all works correctly you can remove attached simple box and export again.

same thing started to happen to me also. uvs were not exported. (ue 4.10)

in 3dsmax, i detached a few elements from the original one. this somewhat caused the uv problem. uvs in max were correct but exported fbx was messed up.

created a box, attached the model, converted to editable mesh, deleted the box and moved the pivot… after export, uvs are now fine in ue4