So… Are u trying to say that all the work i put importing (Import into level) with the correct pivots and naming’s for each mesh in a external dcc (Maya) now doesn’t work?
This is just Unbelievable….
Why u put a version that has all this bugs…
Just Upgrade a project 4 times (5.3 to 5.7) on a year is crazy….. and had all on disk (full) just in case this things happen…
Instead of test a version until exhaustion and later with us fix minor bugs? come on…. This cant be happen…
Now tell me how I know what things and where each things are that I’ve advanced in 5.7 to downgraded in 5.6 (i know isnt funny at all)
and don’t have all broken by compatibility of each version? this is a joke right? Ah btw if i use a simple phong with transparency and color, the fbxphong universal material in ue5 doesn’t translate exactly and doesnt add the color…..
Export to gltf from maya is a pain and fbx is a standard even for iteration in workflows…. i hope 5.72 fix and implement new ways to handle custom pivots, names, shaders, maintain the names when converts static meshes in hierarchy toa blueprint, etc… i mean all the basics …………
I was just speaking about the question regarding material and material instances.
The FBX import has been reworked to change the underlying framework. Overall there will be feature parity with some updates like defaulting on material instance, cleanups and a change in the UI.
However, reworking the foundation of the import is not a small endeavor and even though QA passes were perform and feedback from internal teams were implemented, bugs are expected especially with the breadth of fbx files and workflow that users have.
In the situation where your workflow is broken or disrupted it is recommended to
Use legacy: you can deactivate Interchange for FBX level import “Interchange.FeatureFlags.Import.FBX.ToLevel False” or FBX import altogether (asset and level) “Interchange.FeatureFlags.Import.FBX False”. These can be added to an ini file if you want the engine to start with those off
If you have time, please report a bug with files and details, so we fix the Interchange FBX import
Newbie here.
I just spent two hours struggling with the UI because I couldn’t figure out why my FBX imported as a Material Instance instead of a Master Material. While I understand this is now a ‘feature’ for performance, the new FBXLegacyPhongSurfaceMaterial is a nightmare for newcomers. It breaks almost every existing tutorial and isn’t intuitive at all.
@UE_FlavienP I know the intention is good, but it’s overwhelming to import a FBX file for the first time and not be able to figure out how to change even the basic color. At the very least, there should be a clear option to use the legacy import workflow instead of updating some mysterious string in an unknown ini file.
my two cents, so i’m following a tutorial where we create assets in blender, texture them in substance painter, then use them in ue. The tutorial was using material and not material instance so i found this post. Turns out i could simply delete the material instance, and create a brand new material and assign it to my asset.
Not a big deal in the end, but yeah, a working “import as material/material instance” choice would be nice i guess.