I have an FBX model (FBX 2014 binary) that was exported from Maya LT 2015. It’s just a simple cube with a texture. I can import it into UE4 4.7.2 with no problem the first time. However, reimporting does not work. I right-click the model in the content browser, and choose reimport. The model does not change, and the output log gives an error, but the editor claims the import was successful. The log says this:
LogEditorFactories: Performing atomic reimport of [G:/../../../Eternal/Media/Maya/FBX/TestModel.fbx]
LogFbx:Error: Call to FbxImporter::Initialize() failed.
LogFbx:Warning: Error returned: Unexpected file type
LogEditorFactories:Warning: -- import failed
To be more specific, it will NOT work if the model file is on my G:\ drive, but DOES work if the model is on the C:\ drive. The file that doesn’t work is at:
G:\Eternal\Media\Maya\FBX\TestModel.fbx
The file that does work is at:
C:\Temp\FBX\TestModel.fbx
My project files are here:
G:\Unreal\Test2
My UE4 engine installation is at:
G:\Program Files\Epic Games\4.7
From my testing (and my investigating at the engine source code), this appears to be a problem between absolute paths and a bug in the relative path creation. See that the file that reimports has an absolute path, while the broken reimport references a faulty relative path.
See the log above that errors out with this (incorrect) path:
G:/../../../Eternal/Media/Maya/FBX/TestModel.fbx
When the file is really at this path:
G:/Eternal/Media/Maya/FBX/TestModel.fbx
There are a few issues here. The main bug is that the path is wrong, and thus the file can never be reimported. The work around is to place the fbx files in a working drive (in my case C:) but this can be inconvenient (I use a smaller SSD for my main drive and thus want to store assets on a larger drive).
Secondly, the editor erroneously states that the import was successful, even while the output log shows an error, and the model is not updated.
Thirdly, I’d like to request a option to always use absolute paths for imported assets. This would at least be a quick workaround if the core bug will take too long to fix. Obviously it’s not the ultimate solution, but may be helpful to some people.
I’m on Windows 8.1 64-bit, Unreal Engine 4.7.2
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