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Description
Couple things I noticed on 5.2:
- Epic's interchange format plugin and the legacy GLTF importer plugins have to be disabled, otherwise they override the import window.
This is problematic because the MeshPainting plugin relies on these, and you therefore need to disable it too to get the import window to pop up. - I seem to hit a crash upon import. The callstack points out that upon import, Unreal calls the engine's
SkeletalMeshReductionplugin, and crashes on a check atSkeletalMeshReductionPlugin.cpp, line 2072, which reads:
check(BaseLOD < LODIndex);
To note, I applied the build fix at #65
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