How to fix FBX mesh import naming conflict? (mesh_ncl)

Recently most of my fbx mesh imports are being renamed “mesh_ncl_##” instead of their original naming they have inside 3ds max.

I can’t figure out what’s the conflict and get their proper names again though. Any ideas?

i think you can change the naming to use in the import tool, when you drag a file to the engine.

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Yeah, it’s gonna be filename_meshname though, and I just want mesh name, like it worked before.

really just trying to figure out what’s the conflict going on here

Ok I figured this out.

Before the naming conflict, I was just exporting meshes. Then I started creating collision meshes for them (naming UBX_meshname_01) for example. even though that’s the correct naming and the custom collision mesh works, if you import both together, the mesh name will be “mesh_ncl_##” for whatever reason.

what I’m doing is exporting only the meshes without their collisions as an fbx file, importing it in unreal, then I export the same meshes again from 3ds max, but this time with their collision meshes as well, and in unreal I just select the already imported meshes and right click > reimport. this will add the custom collisions while keeping their original names

hope this helps

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