It seems like there may be something up with IPackThat that is corrupting the data for the export from their program. I can’t say for certain since I was able to get the demo and try out the program but it will not let me export any assets from it since it’s a demo.
The original mesh you gave me, that I assume was used with IPackThat and fails to import, I was able to take this back into Max and re-export. This imports properly now that I can see. From what I can see with this information this isn’t a bug with UE4. I also noticed that I couldn’t import any FBX2016 assets into IPackThat so they are likely on an older FBX SDK.
As a test you may want to do the following and then submit the issue to IPackThat on their end for testing.
- Create an asset (your wall)
- Import into IPackThat, replace the UV, and Save the FBX
- Import the IPackThat FBX into UE4 (should fail based on discussion)
- If it fails, Reimport the IPackThat FBX into Max and export out again
- Import the fixed Max FBX into UE4 and that should import as intended.
Let me know if any of this is the case.