Reporting fbx LOD import bug in UE4.12 preview

When importing an LOD mesh in the mesh editor, the mesh is rotated on its side. The original mesh (LOD0) imports in the correct scale and orientation but not the LOD. Checked this in 4.11.2 and it works correctly in that, but not 4.12 preview 4. Using blender with FBX exporter FBX 7.4 Binary.

Hi Johna,

I’m not seeing the same issue on my end when testing this with 3Ds Max and an FBX file.

I do have a couple of questions:

  • Is the LOD made with the mesh in your Blender to create a single FBX with LODs, or do you manually import the LOD?
  • Does this happen only with this asset, some, or any that create?
  • Do you have an FBX and Blender file that you can share that recreates the issue?

Thank you!

Tim

Hey Tim, here you go:

  • No, I imported the LOD0 mesh first, then imported the other LOD1 mesh in the editor panel in details → LOD settings.
  • I originally found this out on a project I was working on, but I created another test set of meshes to test it and it is happening with those as well.
  • I tried to attach the fbx files and the blend but it says they aren’t valid file types to attach.

(And this is the second time I typed this, not that familiar with this forum structure so I added my first replay as a comment)

I also have a short like 40 second video I recorded showing it happening in UE4 if you want that as well.

You can attach files here in a .zip format up to 5.2mb. Anything larger than that you’ll want to use something like dropbox or a similar service to post a link.

ah ok. I uploaded the files and that clip to google drive. Here’s the link. https://drive.google.com/file/d/0B_OAOG1PfXN7UTJtZjNhaHIzUGM/view?usp=sharing

Hi Johna,

I was able to narrow this down to something happening with the import options for static meshes. I was also able to end up reproducing this in my version of 3Ds Max after testing your assets.

I’ve submitted UE-31358 for this to be tracked and investigated.

As a workaround, you can disable the Import Option for Transform Vertex to Absolute. If you’ve already imported your static meshes you can you can go to the Static Mesh Editor and in the panel on the right, locate the same option under the Import tab and disable it. Then reimport you static mesh and your LODs and all should be resolved.

Thank you!

Tim