# Can "Monitor Content Directories" trigger Interchange importing?

**URL:** <https://forums.unrealengine.com/t/can-monitor-content-directories-trigger-interchange-importing/1892617>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [June 6, 2024, 4:47pm UTC](https://forums.unrealengine.com/t/can-monitor-content-directories-trigger-interchange-importing/1892617 "2024-06-06T16:47:54Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Nate\_Firesprite](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nate_firesprite/32/947763_2.png) [@Nate\_Firesprite](https://forums.unrealengine.com/u/Nate_Firesprite)\
**Post date:** [June 6, 2024, 4:47pm UTC](https://forums.unrealengine.com/t/can-monitor-content-directories-trigger-interchange-importing/1892617/1 "2024-06-06T16:47:54Z")

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I have **Auto Reimport \> Monitor Content Directories** turned on in my Editor Prefs, and it seems to work fine - I create a new FBX asset and it pops up the “Import Options” dialog automatically.

However, I have also now set up an Interchange Pipeline for FBX imports (I’ve set `Interchange.FeatureFlags.Import.FBX true` to enable this) and this also appears to be working perfectly well - I manually drag/drop an FBX into the Content Browser, or right-click and choose “Import to …” and it automatically imports my FBX immediately without any prompting, and with no import dialog options, and with the custom settings I defined in the pipeline.

Unfortunately, I’d have expected the two components to work _together_. In other words, I create a new asset, Directory Monitor picks it up, but Interchange intercepts that and then auto-imports it. But no. Directory Monitor picks it up, but just opens the regular “FBX Import Options” Dialog and sits there waiting for user input like a lemon.

Is there any way to make these two things work together? I want to completely automate the detection and import of specific assets and this is the main blocker. I’m aware that DirectoryWatcher exists and is a C++ class/lib for doing a similar thing, but I’d like to avoid C++ if possible (I don’t know C++. Python is fine, but DirectoryWatcher doesn’t appear to be exposed to the Python API)

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**Author:** ![UE\_FlavienP](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ue_flavienp/32/1194546_2.png) [@UE\_FlavienP](https://forums.unrealengine.com/u/UE_FlavienP)\
**Post date:** [June 10, 2024, 10:46am UTC](https://forums.unrealengine.com/t/can-monitor-content-directories-trigger-interchange-importing/1892617/2 "2024-06-10T10:46:00Z")

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Nice catch, I will ask dev to see if that is expected behaviour or not.

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<div class="post-metadata">

**Author:** ![UE\_FlavienP](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ue_flavienp/32/1194546_2.png) [@UE\_FlavienP](https://forums.unrealengine.com/u/UE_FlavienP)\
**Post date:** [June 12, 2024, 1:08pm UTC](https://forums.unrealengine.com/t/can-monitor-content-directories-trigger-interchange-importing/1892617/3 "2024-06-12T13:08:21Z")

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I noticed auto reimport of a modified FBX does trigger the good import path: legacy or interchange.  
Here is the public link to the ticket, not sure when it will become visible.

> **[The Unreal Engine Issues and Bug Tracker](https://issues.unrealengine.com/issue/UE-217773)**
>
> Welcome to the Unreal Engine Issue and Bug Tracker. You can check the status of an issue and search for existing bugs. See latest bug fixes too.
