I’m working on an architecture project in Unreal Engine 5.5 and facing serious issues with importing geometry from Blender, especially when it comes to reimporting and packaging.
Here’s what I’ve tried so far:
FBX: The initial import usually works, but the reimport function is completely broken. Changes made in Blender don’t carry over properly to Unreal, even with correct export settings.
GLTF: Same issue as FBX—initial import is fine, but reimport either fails outright or breaks the existing assets in Unreal.
I’ve tested various settings and workflows for both formats (e.g., material options, scaling, etc.), but nothing seems to resolve the problems.
Video of the problem: https://www.youtube.com/watch?v=_eKNjOm_QPc
This essentially makes the interchange pipeline for iterative updates between Blender and Unreal unusable. Are there any known workarounds or tips for getting the reimport function to work reliably? Or is the only solution to re-import everything from scratch and fix the scene manually in Unreal each time?
I’d really appreciate any advice or insights!
i tested USD import, too. Reimporting is working, but the USD is not packaged in the stand alone…
Hello,
I reproduced and that is definitively not normal.
I will open a ticket in our system and let dev know. Thanks for reporting.
In the meantime you can deactivate the interchange import like proposed by wolfman007
but I would recommend deactivating with the use of CVar Interchange.FeatureFlags.Import.FBX False
Please note that is valid for FBX but not for glTF/glb files. They are 100% supported by interchange and there is no more legacy fallback for that file format.
Issue is coming from the fact there is no robust way to track what exactly has changed or not in the file (no unique IDs on nodes etc)
In 5.5 the best for you is to delete/reimport your file or do a reimport from file with a filename slightly different (under the hood it is equal to a full reimport)
In 5.6 you should be able to reimport with changing one option on the reimport settings