Combine meshes flag not respected on reimport

Hi ,

Can you list what steps you are taking when reimporting your meshes?

Absolutely, the model is created on 3DS Max. Exported as FBX 2014.
I import it in UE 4.6 with the ā€œcombine meshā€ tick off. That brings several meshes to my content window. If I click ā€œre importā€ on any of those objects it will be replaced with a copy of the entire FBX mesh combined.
I hope thatā€™s clear enough.
.

Hi ,

I attempted this on my end but have been unsuccessful. Can you send me a test .fbx that is showing this on your end so I can attempt to reproduce it? Thank you!

Hi ,

Please find attached my fbx file.

http://www.filedropper.com/mauhouse

Hi,

This bug has been reported as UE-1434. I have added additional information to assist in discovering the root cause of the error.

Is it gone? Iā€™m still facing it on 4.7.6

Hi ,

UE-1434 is still under assessment. We have not been able to reproduce this internally in quite some time, however resources have been dedicated elsewhere as those who were experiencing this bug seem to no longer have it occurring. Do you have a particular asset that is exhibiting this behavior youā€™d be willing to share? Iā€™ll be happy to take a look and update the bug report with additional information.

I have the exact same problem. It is a real pain to reimport something, the only option is to delete every mesh and import again, losing all your work inside UE4. It is now 07/17/2015 and the same problem persistsā€¦

It is very frustrating indeed. Letā€™s share our information to try to give more clues to Epic staff.
Iā€™m using:
-UE4 4.8.1
-Model created in Blender
-Windows 8 64bits

Hi , for the follow up. It took me a while since Iā€™ve been waiting to try to replicate the error in different builds. So far Iā€™ve tested it on 4.7.6 and 4.8.1.
No matter what mesh I export the problem seems to persist. Iā€™ll try on 4.8.2 and I might even record it so you guys can watch it.

Has this been fixed? I have just encountered this issue on 4.14.0.

I export my entire model (multiple meshes) and import into UE with combine meshes unticked.

I then make changes in Max, re-save the fbx, and do re-import, but the entire fbx is imported into the one mesh which I wanted to update.

OK I now understand whatā€™s going on, and why myself and others are getting this issue.

My problem was that I was re-saving the whole 3Ds file as an fbx, then doing the re-import, but what I needed to do was only export the single mesh that I wanted to update in UE. Now when I export say box1, and re-import box1 in UE, itā€™s all great.

This is more about understanding the workflow, rather than a bug. I thought Iā€™d post this for future reference anyway in case anyone else gets stuck!

I would disagree with this, as the original set of uassets were created from 1 original FBX file, reimporting uasset should get that one item from the now updated single FBX file.

Iā€™ve just ran into this issue on 4.14.
Re-import imports whole FBX instead of specific mesh.
Iā€™m fairly sure that I was able to re-import individual meshes from one master file before.

Hi all,

This issue has popped up in 4.14 as a regression and has been addressed. We have the target fix set for 4.15. You can view the issue here: Unreal Engine Issues and Bug Tracker (UE-39798)

Cheers!

-Ed

I seem to have this same issue in 4.15 as well. Re-import combines the meshes into each existing static mesh asset selected in UE for import. This kills what should be a very simple workflow to sync models. No combination of different sources or FBX export settings on external 3D tools makes a difference. Has anyone found this to work reliably?

Hey SwiftLeigh,

This issue was confirmed fixed in 4.15 with the steps provided in UE-39798. Here is the test asset used.

Mesh

Would you mind providing a test asset and a specific list of steps that reproduces the issue (if the steps in the ticket above arenā€™t valid for your workflow).

,

The MultiMesh asset works which got me looking into this further. I reduced a project down to two objects and still have the re-import issue. I then renamed the individual meshes in shorter before exporting and it fixed the case. Please look at the name differences to see what the specific cause in the name is:

Not Working Mesh Name : NotWorking_M_Concrete-Rectangular-Column_750x600mm__1137538_
Working Mesh Name : Working_Column1

Working and Not Working FBX Files

,
Leigh

I may have found the error : If you have either of the open or close square brackets in your name then it breaks. Swapping these in and out routinely broke and fixed the test import.

workaround seems not limited to square brackets. Recommend replacing any non-alphanumeric mesh name in your 3D tool before starting a workflow requiring re-import of the individual mesh function in the editor.

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