New to Unreal, not new to 3d.
I am importing gltf meshes built for low poly simulation in Creator, a poly modeler that uses OpenFlight. Content is UV texture mapped polygons with (in Creator parlance) groups, objects, LODs, polygons, switches.
There is an error when importing files containing switch nodes that the mesh name exceeds the maximum length.
I can guarantee this is not present in the original source, and I don’t think it is present in the gltf (I can review the gltf in blender without issues, but I have not taken a really close look there). So it seems to be something generated during the import.
Using UE 5.1.1.
I have tried splitting the problem file into pieces, and generally the first piece imports OK but never more than that.
I have also received errors trying to save after a successful import of a piece of the file:
The asset ‘/Game/Maps/Tiles/2ln_3way_16x20_01/import_sw_route/Mesh_0123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117’ (Mesh_0123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117.uasset) failed to save.
Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.
Here’s the most typical error message:
Assertion failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 3042] FName’s 1023 max length exceeded. Got 1029 characters excluding null-terminator: /Game/Maps/Tiles/2ln_3way_16x20_01/import/Mesh_11234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_InterchangeEngine
UnrealEditor_InterchangeEngine
UnrealEditor_InterchangeEngine
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
What can I check to correct this issue? If I split the original file into components, one switch per file, then try importing into the level and specify the same folder for import assets, I also get a crash.
Thanks!