Missing transformation for collisionmesh after FBX export

I can’t get correct collisionmesh transformations for exported blueprint meshes. Placing static meshes in the world directly and export them, give correct transformations for both rendering- and collisionmeshes. Creating a compound blueprint with static mesh components, placing it in the world and exporting it, give wrong transformations (always origin) for the collision meshes (rendering meshes export fine).

Steps to reproduce:

  1. create new template project (I choose ThirdPerson)
  2. move existing meshes away from origin
  3. create new blueprint actor
  4. add static mesh components (“Linear_Stair_StaticMesh”, “Bump_StaticMesh”)
  5. place blueprint actor in the world
  6. since there is another bug (I suppose) with complex collision, you have to set “Collision” → “Collision Complexity” for the static meshes to “project default”
  7. select all meshes (arena, walkway, blueprint actor) in the world outliner
  8. “File” → “Export Selected”
  9. View exported fbx with external programm (I choose blender)

result:

  • rendering meshes for the blueprint actor are translated correctly
  • collision meshes for the blueprint actor are at the origin

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Thanks