Summary
When importing an iteration of an asset with a different name UEFN thinks it is the same asset
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Assets
Steps to Reproduce
- Create externally and import a custom static mesh.
- In the source folder in Windows duplicate and rename the asset.
- Import the new asset.
- UEFN asks if you want to override the existing asset, even though the new one has a different name.
- To verify I changed the name to something completely different.
- UEFN still thinks it is the same asset!
Expected Result
UEFN should treat 2 assets with different names as different objects. No naming conflict should occur.
Observed Result
UEFN asks if you want to override the existing asset with the new one, even though the names are completely different. The only thing they have in common is that they come from the same folder and go into the same folder in the content browser.
Platform(s)
Windows 11 PC
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Additional Notes
In the screenshots note the asset names in the dialogues boxes!
( I tried to put the images in the right order but forum website does not let me)



