I am a total newbie with no experience in UDK. When I import an .fbx with 12 separate meshes they get combined into 3 and I dont see any import options which make any difference.
Have tried with and without uvs on the meshes.
I am a total newbie with no experience in UDK. When I import an .fbx with 12 separate meshes they get combined into 3 and I dont see any import options which make any difference.
Have tried with and without uvs on the meshes.
Make sure Combine Meshes unchecked. This can be found in the advanced details of the Mesh category import settings.
My installation does not have that check box, that I can see.
Where is this?
When you import your mesh, you should see a little downward arrow at the end of the Mesh category options, click that and you should see these settings.
I deleted that .fbx and reimported, and was able to see the “combine meshes” check box this time.
Can this be done after initial import or only at the moment of import?
The result is sort of what I wanted, which was to be able to apply different materials to different objects which had been combined into on previously. Unchecking “combine meshes” also introduced the unwanted behavior of destroying my hierarchy and separating each model. When I drag them into my scene, they all lose their positions, which was easily fixed by selecting all and zeroing the transforms. (and all transforms have to be frozen prior to exporting the .fbx from my DCC, which I had done in this case). This is a potentially destructive extra step.
Is there a way to import .fbx files which simply leaves everything where it was in the .fbx (Hierarchy AND transforms for each mesh preserved? Is there a place I can request this behavior in future versions?
In Unity (which I know only a tiny bit better than Unreal) it works like this, and all of the import settings stay with the .fbx files and continue to be changeable as the project develops. I but assuming UDK works the same but maybe not.
Thanks for any tips.