I’m having an issue when exporting a Level as an FBX and opening in 3ds Max. The materials within the FBX are the Static Mesh material names vs what has been applied in the Scene or in the Blueprint with the assets. Is there a way to export an FBX that carries over the material names from the scene vs the original static mesh asset?
As far as I understand it, the process exports/combines the original meshes, so whatever material is applied to the mesh in the mesh itself is what gets exported.
To change that, it would require some re-scripting of the export process. I’m just not positive you can get access to the instance info all that easily (because if you can, then why would they not set it up that way in the first place?).