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Reimporting a static mesh (FBX) which has "SOCKET_"s causes duplicate sockets of the same name to appear.

Repro

  1. In Max/Maya create a static mesh with a dummy socket https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/#sockets

  2. Open Unreal Editor and Import your FBX (drag drop into content browser)

  3. Open the Static Mesh Observe it has a socket

  4. From the Static Mesh menubar select Mesh->Reimport

  5. Observe it has multiple sockets of the same name

  6. Additional note: if you try to manually create a socket with the same name it's not permitted, so this could have further knock on effects.

Our workaround is a little complicated than most as we have custom socket classes to contend with, so we have to ensure a new socket gets created of the correct type (incase the old one is outdated).

In StaticMeshEdit's RestoreExistingMeshData before calling NewMesh->Sockets.Add(...) Loop through all the NewMesh sockets' for a match, if found: CopyPropertiesForUnrelatedObjects from existing to new (but preserve new's transformation information) and then skip the Add call.

Andrew

Product Version: UE 4.15
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asked May 11 '17 at 12:26 PM in Bug Reports

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theslickmeister
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