[Bug] FBX import always overrides full name

When importing FBX files with multiple meshes, the import option “Override FullName” doesn’t have any effect. Meshes are all named [FBX file name]_[Max Mesh Name].uasset
For example, mine are coming in as:

Rather than:

Expected behavior: I would expect that it would not prefix with the FBX file name if this checkbox is false/unchecked, naming each mesh the exact name it was exported as.

Hi Thomas,

I have tested this and can confirm it does occur, but has been fixed in an internal build. This change will be implemented in a future build of Rocket. Thank you for your report, if you encounter any other unexpected behavior please let us know.

Thank you,