5.5 Imports/Exports Wonky - Anyone else experiencing this?

This only started happening when I moved to the 5.5 release. My FBX pipeline has remained unchanged for years. For some reason when I import either a static mesh or a skeletal mesh into UE 5.5, it will not use the file name as the asset name (No matter what changes I make to the import settings)

  • It renames every imported mesh as “SK_CP_Mid_A”. This happens regardless of static mesh or skeletal mesh.
  • It also fails to import multiple meshes inside a single fbx. It will only import the first mesh if the other meshes are detached.

Finally, when exporting a mesh - say a character for example,

  • it won’t export meshes that aren’t attached to the base mesh. Hair, Armour, Clothing.
    If it wasn’t attached then it doesn’t export.

Wow! I’m shocked I’m the only one experiencing this.

You’re not. Surely everyone must suffer this. I only just recently switched to 5.5, and I’m seeing this. The only thing I can see that “fixes” it, is pressing the Reset Pipeline button. But since I’m importing 1000’s of files, I seriously can’t afford the time to do so, and quite frankly, it’s ridiculous.

It always baffles me why stuff breaks, that doesnt need to be touched at all.

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Thank you for at least confirming I’m not the only one experiencing this. Hopefully, Epic is aware and will fix it in the next version.
Yeah, the bugs in places that didn’t need to be changed always confuses me too.

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I found the solution on a reddit post. In the top right corner of the Import dialogue press the Reset Selected Pipeline button. We’ll see if it sticks or if everything is going to be named after the latest mesh imported from now on :stuck_out_tongue:

Hitting the reset button fixes the naming problem for sure, but it also resets all the settings I usually change. Incredibly annoying to do that for each file. The better solution is to disable the new importer function and revert to the classic way, which still works as it always has. To do this, disable the “interchange” from plugins.

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Thank you. I didn’t know that was an option. For me resetting it once and then adjusting to my usual settings fixed the issue for me.

Is this only happening with the new importer? I reverted to the old importer due to other issues and have not faced any issues since. If it helps, this console command sets the old importer as default (I set it to run on editor start)

Interchange.FeatureFlags.Import.FBX False

Yeah, I think so. Actually, they broke a ton of stuff in 5.5. You can’t create a geometry collection with a translucent material in 5.5. It just removes it from your mesh and replaces it with the default world material even though it’s still assigned to the collection. I’m currently re-creating it in 5.3 to see if that fixes the problem. Also, morph targets won’t show in the curves list for your mesh if you try to animate them. The morphs show in the mesh preview, but you can’t control them.

Was it from a project you migrated from a previous UE version and not a fresh UE5.5 project?

No one should have to reset the pipeline for every import.

The editor will track what were your last used settings and reapply them every time, unless you clean the intermediate/saved files.
If the default settings you get from “resetting the pipeline” are not what you want, that is also possible to change the preset defaults for your imports.