According to this code in
UnrealEngine/Engine/Plugins/Interchange/Runtime/Source/Pipelines/Private/InterchangeGenericAssetsPipeline.cpp
if (bUseSourceNameForAsset || !OverrideAssetName.IsEmpty())
{
//StaticMesh
if (MeshesImportedNodeCount == 1 && StaticMeshNodeUids.Num() > 0)
{
UInterchangeStaticMeshFactoryNode* StaticMeshNode = Cast<UInterchangeStaticMeshFactoryNode>(InBaseNodeContainer->GetFactoryNode(StaticMeshNodeUids[0]));
const FString DisplayLabelName = OverrideAssetName.IsEmpty() ? FPaths::GetBaseFilename(InSourceDatas[0]->GetFilename()) : OverrideAssetName;
StaticMeshNode->SetDisplayLabel(DisplayLabelName);
}
//Animation, simply look if we import only 1 animation before applying the option to animation
if (AnimSequenceNodeUids.Num() == 1)
{
UInterchangeAnimSequenceFactoryNode* AnimSequenceNode = Cast<UInterchangeAnimSequenceFactoryNode>(InBaseNodeContainer->GetFactoryNode(AnimSequenceNodeUids[0]));
const FString DisplayLabelName = (OverrideAssetName.IsEmpty() ? FPaths::GetBaseFilename(InSourceDatas[0]->GetFilename()) : OverrideAssetName) + TEXT("_Anim");
AnimSequenceNode->SetDisplayLabel(DisplayLabelName);
}
}
If I have Use Source Name for Asset
and leave the Asset Name
empty ( see bottom part of code) it should import the asset with the name as is. However the _Anim
suffix is added.
If I turn off Use Source Name for Asset
and leave Asset Name
empty the animation sequence is imported without the suffix.
But the code suggest it should be the other way around?
What gives?
Windows 11
File type imported: GLTF/GLB ( Interchange pipeline )
Using Unreal 5.3.2