Animation action names when importing FBX

I don’t know yet how it works, but I think I understand the concept and having imports be customizable like that is actually amazing.

I made an interchange blueprint pipeline asset, and I override the ScriptedExecutePipeline with your code.

It remains unclear how I can override the FBX import pipeline to use that + having the asset renamed. The project settings for Interchange does not list FBX, and I see that the pipelines there are not of a script type like the blueprint asset.

I placed the blueprint asset on index 1 for Pipeline Stacks > assets, just to see what would happen. I expect something like using the default process, then (by your code) if an animation sequence is detected it modifies the asset name. This does not have the effect I had in mind (no effect).

When I now import the FBX file I get two options, the default pipeline OR the blueprint asset. selecting the blueprint asset somehow does import the FBX as usual, but the animation sequence names are not altered any different.

What exactly it does, is unclear.