Whenever I make a change to my skeletal mesh, it’s not always taking the changes when I reimport the asset.
For instance, I created a character using a similar skeleton to the UE4 guy but overlooked a few bone orientations. Mainly, the root bone itself was oriented differently, causing my character to rotate on his side during the animations.
I fixed it in max and exported it back out.
Reimporting it into UE4 succeeds no problem, but I get a character with the same root bone problem problem. It doesn’t reimport some aspect of the fixed FBX.
Renaming the FBX to (2) and importing that fresh onto the same skeleton as a duplicate asset fixes the issue and the changes show up just fine.
I should note I’ve seen this same thing happen with static meshes in conjunction with a 2nd UV set. Though unreliable it seems. Reimporting sometimes seems to overwrite the UVs. It’s not that it’s set to auto-generate lightmap UVs or anything, I shut that off. I reimport, see the same UVs. I bring in a 2nd copy of the mesh and I get new UVs.
It’s something missing in reimport for sure.