These are some of the things we’ve noticed with Interchange FBX import on before we finally decided to disable it with Interchange.FeatureFlags.Import.FBX=false. In case it matters, the 3D application is Maya as far as where the fbx files were generated.
Importing static meshes with collisions. In Maya, we would have an asset named “phone” so the collisions would be named “UCX_phone_01” and “UCX_phone_02”. These UCX objects would not be children of the “phone” object in Maya. When importing without Interchange, these UCX import as collision for the phone as expected. With Interchange enabled, it seems the workflow needs to change where the UCX now need to be children of the “phone” object otherwise they show up as separate static meshes. Is this an intentional change and if so, why the change in workflow?
Importing of animations. In instances where we disable Bone Tracks and enable curves, the curves tracks are there, but are all flat and no animation plays. The only way to get animation is with Bone Tracks enabled on import. Is there some setting to get this to import without bone tracks and with curves?
After an object has been imported with Interchange, the import settings no longer show in the asset viewer where they do show if importing without Interchange. Is there a way to fix this? (see image)
I have simplified the naming of the objects in the FBX to send and in testing this simplified one, the asset imported correctly. The file without the simplified names still comes in incorrectly. Seeing this now, it could be because of multiple use of digits in the name? However it still imports correctly when interchange is disabled (see images). I am attaching the fbx that doesn’t import correctly.
This one has become more difficult to test because now animations error when trying to import with Interchange enabled, however they import correctly with Interchange disabled. The error in the log is vague and this is what it says:
Interchange: Error: [D:/perforcedata/Cobalt_techArt/SourceAssets/Animation/Characters/Facial/Conversations/CNV_TT_SitaDaivari_TBM/FBX/animation.fbx : ‘’, Unknown] There was no data to import in the provided source data.
These are the import settings for this and a test fbx file. The image shows Bone Tracks disabled, however we get the same error even if with Bone Tracks on. These settings are mainly to show how we are attempting to import.
The import settings are just there for reference. It would just be nice to see them the same way we can with Interchange disabled. Besides, why is there a Import Settings category if it is going to be left empty? This makes me think it’s a bug rather than intentional.
Thank you for the assistance. I understand what I wrote may not be clear so if you need more information, let me know.
I do not manage to import either in legacy or interchange. Looks like UE does not find either skeletal mesh or animation in the file. What are you Legacy import settings?
It is good to know that first point is covered in that original bug report. It was difficult to tell because I mostly saw [Image Removed].
Here are the settings used to import. One important import setting is Animation Length which will cause an error if it’s not set to Animated Time. It could also be because you don’t have the skeleton we are using maybe? If that is the case, I am sending that uasset along as well.
@UE_FlavienP I have an issue with exported fbxs out of SketchUp. The materials and textures import as expected but the textures are not applied in the material instances. If I disable the new interchange, the textures are applied as expected.
See pics for the master material setup and the imported and created assets.
Should the material parameter for the albedo have a different name? Something else?