Does unreal _have_ to strip maya namespaces?

It looks like UE forcibly removes namespaces from FBX files originating in Maya (see FbxMainImport.cpp). Is there some downstream dependency that makes this necessary (like asset names with colons crash the engine?) Or is this just somebody’s idea of cleanliness baked into the pipeline?

Complex maya scenes with multiple characters are hell to manage without namespaces and it’s a big management hassle to create tools to get around this if it’s not a strict requirement. Or, is it possible to replace namespace separators with something that’s not problematic, like underscores?

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