Bones get renamed when importing

Armature bones which have the same name as an imported mesh object get renamed (Head → Head1). This causes failure to merge skeleton issues even when using the same source skeleton. Modular skeletal meshes can have different objects included, causing the imported bone hierarchy to change due to varying name clashes. These issues pop up down the road and then require modifying the original skeleton once they’re discovered.

Is there a way to prefer renaming the objects instead? Especially in the case where we combine the mesh objects, the object name is tossed anyways and we’re left with a mismatched skeleton.

Hi there!

I believe that the Unreal FBX importer behaves in such a manner that whenever a mesh item/part has the same title as that of any bone/armature item in the structure (for instance, a mesh item called Head attached or skinned to a bone named Head) the importer resolves the name conflict by adding some suffix to the bone’s name (for instance, Head1) so that it would distinctively refer to the bone in the structure.
Sadly there seems to be no available functionality inside the regular FBX import window available in Unreal so that the importer could be instructed to rename the mesh instead of renaming the bone.

Before I suggest a particular pipeline, could I ask a couple of questions to make sure I give you the best advice for your particular scenario?

  • Which DCC/3D software are you exporting from (ex. Blender, Maya, 3ds Max, etc)?

  • Are you merging/joining the modular mesh objects together into one mesh before export or exporting them as separate mesh parts (under the same armature)?

In the meantime if you’re using Blender a really common fix is to tweak the naming in your DCC before exporting:

  • Rename Mesh Objects
    Use a prefix or suffix on your mesh objects (like SM_Head or GEO_Head) while leaving your armature bones named strictly Head. This will prevent the name collision upon export

  • Blender FBX Exporter Settings
    If you use Blender’s default FBX exporter, make sure to turn off Add Leaf Bones, and check that there are no conflicting object prefixes under the Geometry/Armature settings

If you want to take a look at how modular character workflows usually handle FBX hierarchies and bone structure these guides and videos might help:

Working with Modular Characters

FBX Import Options Reference

Video: From Blender to Unreal 5 | Master RIG Export and Import

Let me know what 3D software you’re using and I’d be happy to give more specific advice as to how to script/automate the mesh renaming so as not to interfere with your workflow!