When updating a model with custom collision, UE4 (4.10.4) experiences weird buggy issues. Preface: I’m using Perforce source control in Unreal, the assets are checkout and writable. I’m using Maya 2016 and the 2014 FBX Exporter.
The model (when imported for the first time) appears correctly. The collision geometry is hidden and properly aligned:
&stc=1However, if I updated the model in Maya 2016 and re-export it, UE4 updates the asset and does this to it:
&stc=1The model now has a secondary element with the “WorldGridMaterial” applied to it. Attempting to remove this causes a fatal crash in editor. This only happens when reexporting the model once it’s been imported into UE4.
Another issue occurs when reexporting that causes the collision geo to scale by 0.1:
&stc=1If I export the exact same model as a different name…UE4 imports it with all the correct settings. I’ve deleted the asset from within UE4, removed it from the file system, verified in Maya that the FBX export does in fact have all the properly named geometry and collision. However, it seems like UE4 has some sort of internal cache that’s remembering the original imported file and when updating the file and won’t accept the file changes and/or causes buggy issues.
Is anyone else having this issue?