Steps to Reproduce
  1. Create a level sequence with a spawnable (cube or skeletal, doesn't matter)
  2. Export FBX

RESULT: Spawnable didn't exported because it doesn't exist at export time.

EXPECTED: The spawnable object gets exported to fbx and can be opened in Maya



Alternative repro:

1) Create a blueprint derived from actor

2) Add a skeletal mesh component and assign a skeletal mesh

3) Add actor to a level sequence and assign an animation to skeletal mesh component

4) run the following python script (with correct fbxFileName and levelSeqPath)

import unreal

  1. get the fbx export file name
    fbxFileName = "C:/temp/ue_animation.fbx"

levelSeqPath = "/Game/Cinematics/Takes/2020-01-10/GE_0004_0001"

  1. get the world
    world = unreal.EditorLevelLibrary.get_editor_world()
  1. load the sequence
    sequence = unreal.load_asset(levelSeqPath)
  1. get all the sequence bindings
    bindings = sequence.get_bindings()
  1. list of Unreal class types that can go through this export process
  1. set the export options
    exportFBXOptions = unreal.FbxExportOption()

exportFBXOptions.fbx_export_compatibility = unreal.FbxExportCompatibility.FBX_2018
exportFBXOptions.ascii = True
exportFBXOptions.vertex_color = True
exportFBXOptions.level_of_detail = True
exportFBXOptions.collision = True
exportFBXOptions.export_morph_targets = True
exportFBXOptions.export_preview_mesh = True
exportFBXOptions.map_skeletal_motion_to_root = True
exportFBXOptions.export_local_time = True

seqTools = unreal.SequencerTools()

seqTools.export_fbx(world, sequence, bindings, exportFBXOptions, fbxFileName)
5) FBX will not export properly

NOTE: if the actor is a skeletalMeshActor (or a child class of skeletalMeshActor) it will export properly

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ComponentTools - Sequencer
Affects Versions4.24.2
Target Fix4.25
Fix Commit11242627
Main Commit13519561
Release Commit11445037
CreatedJan 29, 2020
ResolvedFeb 5, 2020
UpdatedJul 18, 2020