I think reimport mesh is broken for vehicles

It took me a while to properly rig a vehicle that UE would accept. After a couple days of work, I finally had everything working perfectly. There were still some things I didn’t like about mesh, so I fixed it, and hit ‘reimport’. It imported fine, but broke every aspect of rig. Now I can’t even get original mesh to reference physics asset.

It seems to me like physics asset is trying to reference mesh that no longer exists (old iteration with same name)

This is very frustrating because I don’t know how to ‘start from scratch’ at this point, because it is referenced in a level with a lot of other progress.

Hi ,

Unfortunately I have been unable to reproduce this thus far. Could you walk me through repro steps you are taking to produce this effect? Thank you!

I modeled my vehicle in Lightwave, with wheels parented to body mesh on separate layers (LW won’t export child pivot data). So next I bring it into Blender, and reset origins (pivot) for wheels.

From here, I followed all of steps from offical UE vehicle setup tutorial.


It worked perfectly.

After trying to reimport an updated mesh with same steps taken, physics asset started reacting completely different.

During runtime wheels fall off, and vehicle no longer takes input controls.

I get feeling that it also has something to do with bone naming convention in Vehicle Blueprint under Wheel Setup in default tab.

Hey ,

When you reimport mesh, are you creating a new PhysicsAsset or are you using original from when you first imported mesh?

Hello ,

I did try that, but to no avail. original mesh is working, so for now I just added separate mesh components to Blueprint.

Hi ,

Could you send us a few screenshots of how problem asset is set up? We may be able to see and potentially reproduce effect you had.

Hi ,

We have not heard from you in quite some time. I am marking this as answered for tracking purposes. If you are still experiencing this problem, please comment with requested information. Thank you!