In 4.26, If user imports an FBX contains multiple sub-assets (in different namespaces or not),having sockets like SOCKET_top in each of them as a child, Unreal 4.26 will come up with “name clash error” and rename those that has the same name. Even though during import, user have “Combined mesh” turned off and need to see multiple FBX s with same socket name and group name , etc.
The funny part is after name clash error and automatically changing socket name to sth like SOCKET_top1, if user opens up the asset editor, rename the socket back to SOCKET_top, unreal is totally fine with it. This just happens during import.
Is there any way to turn “name clash” off or a way to avoid it and have socket names untouched?
a way to replicate this is exporting a structure like this out of Maya:
-TopGroup
-Gr01
-Box
-socket_top
-Gr02
-Sphere
-socket_top
Thank you