5.5.1 Import Issues - Static Mesh / Animations

Since updating to 5.5 I have several issues with importing animations, meshs, etc. I have had no issues with the import process from previous versions so I wanted to post and see if there was a work around or a change to the pipeline process.

STATIC MESH IMPORT ISSUE:
When I import a static mesh, no matter what settings I change the imported mesh doesnt follow the name of the file. I was able to import one mesh, and now all future mesh’s are attempting to import with the same name and ask to overwrite the first mesh.

Here, you can see the mesh being imported is coal_001.fbx and I have ticked the “Use Source Name Asset”, but when I attempt to import I get the following message:

I have tried to untick the “Use Source Name for Asset” option and manually put the name in the asset name, but this results in the same error. Bascially, I cant import anything now because it always attempts to overwrite the first imported file.

This also happens with animations, and I assume skeletal meshes. Any help would be greatly appreciated as this new method seems to be less intuative.

This is an issue with the import process.

Through further investigation, this only happens when you create a mesh in the content folder and use the “auto” import option. The auto import process seems to be keeping the name of the previous object in the content folder.

PROOF OF THEORY:

Took two objects (FBX files) and moved them to the desktop, used the manual import process and changed nothing with the import process. No issues.

Took the same two objects, moved them to the Content folder and let auto import start up. First file imports fine, all following files attempt to use the first files name and causes the overwrite error.

Can anybody else confirm this? If so, I will put in the bug report

Do not try to override the old files… if you delete the first then you will have a clean impotation. Otherways Unreal will import only the files it want… (how knows what it want)…

I have the same issue with UE 5.5.1 macOS 14.6.3 M3. Also no longer see an “Import All” button when importing multiple animations at once.

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Workaround…

Interchange.FeatureFlags.Import.FBX False

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Same issue here.

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I had the same problem. The way it worked for me was to reset the pipeline. On top, there is a button

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Yeah, I had a similar problem too, only with animations. Before, when importing .fbx animations they used file names. And the morph curves were in the same animation as the skeletal animation. Now they are split into two with the names “Anim_0_root” and “root_MorphAnim_0”. I don’t understand why they had to change the importer

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As I’m suffering the same issue (as likely everyone else is), I tried this. I put the source file on a different drive and tried manually importing. It still keeps the previous filename. I can’t find a workaround and can’t afford the time to reset and manually tick the options for every single file imported. Did you put a bug in for it? This stops everyone dead in their tracks…

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Anyone find anything out yet?

[Solved ]
disable interchange plugin solve https://www.youtube.com/watch?v=38TeiHDt3HQ

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Can confirm. Disabling the “Interchange” plugins brings back the classic (and working) way of importing. :+1:

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I mean, I would hope that was not the answer, but it does seem to be the only fix for now. So, yeah

The new importer it utterly broken for me. No matter what transforms I put into the import rotation scale etc, it ignores them all. And for some reason uses the incorrect rotation of my meshes from Houdini. Can confirm only work around was to disable all the interchange plugins.

Yep, I am running into this issue too. Disabling all Interchange plugins resolved it. I was exporting an FBX mesh from MayaLT into Unreal, of course Z-up is different so I add the 90 degree rotation offset but any import settings are completely ignored. Hoping for an Epic fix for this.

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