I thought these issues were unreal's fault but it seems that 3dsmax will not export normals in an FBX file with skinned meshes. Is there a fix for this? Do other 3d software have this issue? Not being able to bring in mesh normals really screws up my baking workflow. I have tried max 2018 and 2015.
Edit:
I re-exported as ascii and was able to read them and see that both files have the same mesh normals. Now I am back to trying to figure out why unreal won't load them.
Replies
http://i.imgur.com/7TelDGJ.png
99% of the work I have done for unreal clients has been static meshes. The last time I did skeletal meshes for unreal was before you could load mesh normals.
The fact that changing normals calculation mode affects shading behavior when mesh normals are set to import makes think it just isn't loading skeletal mesh normals and is reverting to calculating.
Trying different FBX SDKs? Is this process using sample presets from Autodesk FBX Extensions and building in Visual Studio into .dll, then using that in the 3ds max install folders? Just checking this method is correct for trying FBX SDKs.