Exported fbx mesh does not export correct scale from construction script based BP.
I'm not sure if this a bug or if I am doing something wrong here but essentially I am creating a level blockout BP that uses a lot of construction script to set the scale of meshes but I need to be able to export the meshes correctly for use in 3ds max, problem is that in the export the mesh used in the BP resets to it's default scale of (1,1,1)
Here is a screenshot in UE4:
And here are the same objects in 3dsmax, the fbx file resets the scale in the export.
This has been persistent in a few versions of the engine now and I can't seem to figure out a way to solve it, so reporting it as a possible bug.
Any help on this would be appreciated. :)
asked Mar 20 '17 at 02:45 PM in Using UE4
This probably has to do with your workflow, if you are clicking file > export all then this behavior seems expected as your are exporting the scene in its current state without blueprint features included. This means any offsets made in the construction script won't be included.
What you want is to have all static meshes selected (you can do this quickly using the world outliner provided your scene is well organized). Right click in the viewport and select the option "convert to static mesh". This will create a static mesh that will preserve the construction script offsets that you can then export from your content browser into Max.
Let me know if that helps,
answered Mar 21 '17 at 05:16 PM
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