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 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 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.