Skeletal Mesh Import from FBX does not respect materials set if there's no Material ID layer on the mesh
Some DCC packages do not export this layer if there's only one FBX material assigned to the node and all the mesh polygons use that same material. Simple fix in FbxSkeletalMeshImport.cpp:
The else branch at the end I added fixes the problem.
Also, both the times the _skinXX suffix is removed, the string manipulation is done WRONG. In UnFbx::FFbxImporter::CreateUnrealMaterial line
In UnFbx::FFbxImporter::SetMaterialSkinXXOrder line
this line does NOTHING without an assignment operator, and also LeftChop should be just Left, like so
(if you didn't actually want to remove the SkinXX suffix from the MaterialImportName, just remove this line and comment, as it is confusing)
I can send this information to our development team, but I would recommend submitting a pull request on GitHub to have your changes implemented into the Engine.
answered Aug 01 '14 at 03:34 PM
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