# FBX export not retaining objects names

**URL:** <https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833>\
**Category:** Architectural and Design Visualization\
**Tags:** fbx-export, unreal-engine\
**Created:** [August 18, 2022, 7:34am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833 "2022-08-18T07:34:54Z")\
**Posts on this page:** 11\
**Page:** 1

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**Author:** ![jcfnavc4d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jcfnavc4d](https://forums.unrealengine.com/u/jcfnavc4d)\
**Post date:** [August 18, 2022, 7:34am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/1 "2022-08-18T07:34:54Z")

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Hi,

I have noticed that exporting FBX from UE5 is not retaining the objects names. Even thoughin UE5’s hierarchy the names are correct when the FBX file is open in Blender, all the mehses names are StaticMeshActor\_.

Is there a workwround for it?

Cheers

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**Author:** ![jcfnavc4d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jcfnavc4d](https://forums.unrealengine.com/u/jcfnavc4d)\
**Post date:** [October 6, 2022, 8:12am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/2 "2022-10-06T08:12:19Z")

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Nobody has run into this issue?

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**Author:** ![S-Dot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-dot/32/1194599_2.png) [@S-Dot](https://forums.unrealengine.com/u/S-Dot)\
**Post date:** [October 7, 2022, 2:18am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/3 "2022-10-07T02:18:42Z")

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Hi,

I just did a test importing 2 cubes in one fbx file. As a result the 2 cubes were imported as filename\_cubename. (SM\_BlenderCube\_SM\_BlenderCube and SM\_BlenderCube\_SM\_BlenderCube001). With default settings that was the result. The naming isn’t great in this example but it did name them correctly.

Maybe there are some naming conventions that you didn’t follow. Generally Unreal does not like spaces, dots, comma and anything like that in the name. Underscore is ok but anything else I would avoid.

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**Author:** ![jcfnavc4d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jcfnavc4d](https://forums.unrealengine.com/u/jcfnavc4d)\
**Post date:** [October 7, 2022, 4:30am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/4 "2022-10-07T04:30:05Z")

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Hi,

Thank you for doing a test 🙂

> [@S-Dot](#):
>
> Maybe there are some naming conventions that you didn’t follow.

Are there any maning convections in ue? 🤔

The thing is that when I import the project to ue5 via datasmith plugin for archicad, all names are correct and the hierarchy is correct.

Without editing/adding anything to the scene, I hit export all as fbx (maybe here is my problem). When the file is imported into blender it uses the Type as object names instead of the Item Label. 🤨

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/a/7/9a725b24f686a1a2bc48ae3972349a5bb2ca0a57.png)

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**Author:** ![S-Dot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-dot/32/1194599_2.png) [@S-Dot](https://forums.unrealengine.com/u/S-Dot)\
**Post date:** [October 7, 2022, 7:27am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/5 "2022-10-07T07:27:17Z")

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I think 3ds max keeps the naming but I’m not totally sure what the name is there exactly. Maybe there is a setting somewhere in either Blender importer or Unreal exporter.

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**Author:** ![jcfnavc4d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jcfnavc4d](https://forums.unrealengine.com/u/jcfnavc4d)\
**Post date:** [October 17, 2022, 4:23am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/6 "2022-10-17T04:23:22Z")

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Hi, we just tried the same fbx file in 3ds max and the hierarchy shows the same problem than in Blender.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/5/7/e57b189d029d0d544c195a96755cc68d187efe90.png)

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<div class="post-metadata">

**Author:** ![S-Dot](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/s-dot/32/1194599_2.png) [@S-Dot](https://forums.unrealengine.com/u/S-Dot)\
**Post date:** [October 17, 2022, 5:24am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/7 "2022-10-17T05:24:57Z")

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![Screenshot 2022-10-17 162047](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/0/8/f083234d6951782ba27705d6043038aee7ea845f.jpeg)

That’s what I get exporting random placed actors into a scene. Some combined in blueprints. I choose FBX 2018 for exporting from Unreal.

I didn’t use any other steps like datasmith or any importer. Just placed those assets manually. The problem here might be those “helpers” to get data into unreal from third party software.

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<div class="post-metadata">

**Author:** ![jcfnavc4d](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@jcfnavc4d](https://forums.unrealengine.com/u/jcfnavc4d)\
**Post date:** [October 17, 2022, 7:07am UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/8 "2022-10-17T07:07:55Z")

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Thank you for sharing how your hierarchy looks like. I’m installing ue4 to see if there is any difference betweern the fbx exporters.

Edit:  
Exporting the file as fbx from ue4 the object names are reatined as it should be. There must be an issue on the fbx exporter in ue5.  
 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/4/0/a4091c80365cf08dc3e29b010c537c63c9b7346b.png)

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**Author:** ![hbeckQ4D](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@hbeckQ4D](https://forums.unrealengine.com/u/hbeckQ4D)\
**Post date:** [March 27, 2023, 6:29pm UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/9 "2023-03-27T18:29:50Z")

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Hi !  
I’m having the same problem.  
When exporting multiples statics mesh from UE (v5.0.3) into a FBX, the meshes are rename with a generic name “static\_mesh\_actorX”.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/0/e/c0e137ef001b303fee3a41c3fab06d8481b70eee.jpeg)

Any update on a fix or work arround for UE 5 ?

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**Author:** ![AlienRenders](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AlienRenders](https://forums.unrealengine.com/u/AlienRenders)\
**Post date:** [December 30, 2025, 7:29pm UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/10 "2025-12-30T19:29:30Z")

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Same problem in 2025 (almost 2026). I’m trying to export FBX because you can’t use UE assets for LOD’s. You have to export them to FBX then reimport them as LODs. But UE changes the material names on export. It originally took the material names. So I tried to create fake materials with the same name as the slot names and it exported as Fbx\_Default\_Material, Fbx\_Default\_Material\_Section1.

What a pain.

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**Author:** ![neuromancer\_mad](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@neuromancer\_mad](https://forums.unrealengine.com/u/neuromancer_mad)\
**Post date:** [February 14, 2026, 9:48pm UTC](https://forums.unrealengine.com/t/fbx-export-not-retaining-objects-names/630833/11 "2026-02-14T21:48:47Z")

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I have a similar problem when importing into UE from blender. Import into a level maintain hierarchy and names but rename the mesh. While importing from modo keeps all assets names. Must be something in the FBX in blender. Importing the same FBX in modo from blender, works fine

 ![LUaHAsFiR3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/9/0/8902bcbd3f0fd42977fef0992cd39501011394de.png) ![UnrealEditor_WsysHfh7LC](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/d/7/bd7f81bfc4baf5f914a2fcf7b95a479a30afcc58.png)

 ![imagen](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/3/c/33c4342716b10d2d55160c8c185086fd854bb7f0.png)
