With Interchange was enabled in 5.5 it tended to have a lot of issues. In disabling the plugins, we got a bunch of different issues.
What I would like to do is re-enable the plugin but set all of the cvars to what they were in UE 5.4. Can anyone tell me these please?
You should be fine with Interchange plugin enabled and just disabling it for the FBX format.
you can disable it with that CVAR Interchange.FeatureFlags.Import.FBX=False
If you do not want to type if everytime you open your project, you can change the DefaultEngine.ini file in your project and add this in it.
[ConsoleVariables]
Interchange.FeatureFlags.Import.FBX=False
Thank you. This is what we ended up doing. What I was looking for was what CVARs had changed between 5.4 and 5.5 in case there was something else we needed to change.
In case anyone else comes looking for the same thing, there was nothing else different. All in all, Epic removed one of 5.4 CVAR and added 5 new ones to 5.5. The only one we needed to change in the DefaultEngine.ini was Interchange.FeatureFlags.Import.FBX=False
and importing in 5.5 went back to the way it was in 5.4.
Might be useful to share what happened (bug information, what issues you experienced)
Sure. That’s a great idea. In fact, I’ll post this as a new thread so it has fresh eyes and it also isn’t a programming/scripting issue.
These are the things we’ve noticed with Interchange FBX import on before we finally decided to disable it. The 3D application is Maya as far as where the fbx files were generated.
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Importing static meshes with collisions. In Maya, we would have an asset named “phone” so the collisions would be named “UCX_phone_01” and “UCX_phone_02”. These UCX objects would not be children of the “phone” object in Maya. When importing without Interchange, these UCX import as collision for the phone as expected. With Interchange enabled, it seems the workflow needs to change where the UCX now need to be children of the “phone” object otherwise they show up as separate static meshes. Is this an intentional change and if so, why the change in workflow?
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Importing of animations. In instances where we disable Bone Tracks and enable curves, the curves tracks are there, but are all flat and no animation plays. The only way to get animation is with Bone Tracks enabled on import.
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It seems AFTER an object has been imported with Interchange, the import settings no longer show in the asset viewer in UE
Thanks
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Thanks for sharing. Maybe UE_FlavienP knows about it (helped me with Interchange), feedback is useful for the team.