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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 SkeletalMeshReduction plugin, and crashes on a check at SkeletalMeshReductionPlugin.cpp, line 2072, which reads: check(BaseLOD < LODIndex);
New engine import glTF file by the Interchange plugin. So they take all control of importers and exporters.
I will add an entry in the Windows menu. The menu entry can import the glTF by this plugin.
@deanvaessen did you use this plugin to import a gltf file when the crash happened? I think you also have to disable the Interchange plugin if you want to use this plugin.
did you use this plugin to import a gltf file when the crash happened? I think you also have to disable the Interchange plugin if you want to use this plugin.
It was an import of a .glb file, interchange was off for the test so that I could get the glTFForUE4 import window.
Couple things I noticed on 5.2:
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.
SkeletalMeshReduction
plugin, 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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