So back in 5.4 and 5.6 when we were importing FBX files by Import into Level of automotive CAD data with assigned shaders from Maya there was a Materials tab in the FBX scene Import Options where all of the incoming materials were listed and we would simply navigate to a library of shaders we use to be automatically replaced on import. This seems to have been completely removed in 5.7.2? The whole prompt window is different than even in 5.6. Is that the case? If yes why in Gods name? This was an enormous time saver. It eliminated manual shader reassignment. Can someone please confirm this? It would be a huge disappointment for automotive visualization people like my team.
This is the information in the docs. If this is the case, whoever removed this feature needs to seriously talk to us users, because it is absolutely uncalled for. Creating a custom Blueprint or Python script for something that worked perfectly well is insane. Is Epic turning into Autodesk? Bring this option back please.
Yes the feature was removed for now in Interchange.
You can still use “legacy” import. use one of these cvar in the editor :
Interchange.FeatureFlags.Import.FBX.ToLevel False if you want to use legacy for FBX import into level
or
Interchange.FeatureFlags.Import.FBX False if you want to use legacy for all FBX imports
Why not using a dataprep step like material substitution or a blueprint to automate import? Do you use some naming convention for material or parts that would allow to do the assignment in a fully automated manner?
Legacy is helpful as it allows to preview material but you do a manual mapping for replacement of the materials.
The first reason we use Import to Scene is that we use Maya generated FBX files. The only way to mass ingest Maya FBX files is via this process. Data Smith doesn’t like Maya FBX files.
The second reason we use this method is because we have our standard shader library in a single location unlike the Automotive Shader library which is divided into categories. We data prep our geometry in Maya and name the shaders according to our UE library for easy auto replacement.
Third reason is that we unfortunately do not have people with deep enough Blueprint skills to generate an automatic import & shader replacement logic.
With this new format this process was no longer possible. Im glad we can still use.