FBX Import Material Problem After 4.0.2
We started a project back in version 4.0.2. The project consists of buildings with lots of pieces that were very easily managed by importing them as a combines mesh with materials. The files came in with placeholder materials that made it a breeze to assign our Unreal shaders and we were all happy and went home on time to see our families.
We upgraded to 4.2.1 and were happy with all the improvements...until we had some new FBX assets to import. Something changed with the FBX import. From my testing with 4.0.2, 4.1, 4.2.1, the same FBX imports differently for versions after 4.0.2 It brings in all the materials, but loses some of the assignments.
So an asset that came in with 7 unique material objects in 4.0.2 comes in with only 3 in later versions of the engine. There are no errors or obvious reasons for the change, but it is a huge issue for our project. Please let me know if this is a known issue and if there are any chances of this getting fixed.
I have attached a file the illustrates the issue I am having between Unreal Editor Versions. The attached file has been messed up a bit on purpose as the assets are for a real project. But the issue occurs with the clean version of the models. Just import as a Static Combined Mesh with Materials. When imported in 4.0.2 you will see 8 Elements make up the model in the Static Mesh Editor. In the later versions of Unreal Engine there will only be 3 Elements in the making up the asset.
The export settings from Maya have no effect on the issue (FBX2013 or FBX2014)
Thanks so much for any help
I just got confirmation that this is being fixed now and should be in 4.3's release soon. I don't have a firm date for 4.3, but it's on par with our normal spacing between engine releases. If you are still having issues after the release of 4.3 please comment back here and I'll pass this along to be looked at.
I do apologize you have to work around the issue for the moment.
Thank you for the great information and detailing to get this fixed!
answered Jun 18 '14 at 10:27 PM
Tim Hobson ♦♦ STAFF
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