Importing Animation Names Issue in UE 5.5.3

Hello !

I’m currently having a big issue with importing my animation actions from Blender.

My animation FBX contains all my actions, and i have 150+ of them packed inside.

Before in Unreal 5.3 i would simply override that FBX after modifying my actions or adding new ones, then i would go in my main animation folder in UE and reimport the animations, the names where the same so they where just replaced with the modified version of each actions.

the names where like this :

A_Player_Jump_Up
A_Player_Roll_F

and so on…

Now with the new import pipeline (that i simply hate) my animation actions are renamed automatically like this :

A_Anim_Player_Jump_Up
A_Anim_Player_Roll_F

which i really dislike, because first, i dont need to know its an “Anim”. and it also makes the names longer which is cluttering my interface and making each action name slightly harder to find.

The other Huge issue is that because they have different names, the new import does not replace the old animation anymore, they just create duplicates with different names.

I guess i could batch rename them all at once, but that would not solve the issue of replacing the old ones when i import the new ones on top of them.

The other solution would be to manually replace every single old animations in my ABP with the new ones (that would take me hours of fun), but it still leaves me with a naming system that i dont like, it would also force me into doing the same process for all my characters, and that’s really something i wish to avoid.

Is there a way to remove that “ANIM” title when importing an FBX action pack ?

Or is there a way to completely revert this import pipeline thing to the previous UE 5.3 import system that was working perfectly fine for me ?

This is funny, I had the exact same situation a month ago. And it was solved by staff presenting the Interchange system:

I documented steps I took with screenshots, should get you all the info to correct the animation names on import.

I really hope that also solves the reimport :slight_smile: . I think it matches UAsset name to animation sequence in the FBX when attempting so, I suppose through Interchange as well. Can’t say if that is the same pipeline or something else to configure. Maybe that already works.

Mh, thanks for the anser mate, but i think this is a bit too complicated for me.
i will try and see if it helps, but i doubt i will be able to remove that Anim prefix by coding an import system myself.

i Think i will most likely break my import system of my unreal config in the process.

Update :

I just figured that i can simply Disable the new Interchange import system in the Plugins tab.

You’ll have to disable a few plugins along with the Interchange system but it reverted the import menu to the previous one without me having to code wierd import settings just to get rid of a simple prefix.

I can finally go back to working on my animations =D

Nah just make a backup and use version control as normal, then do a test run.

Your current solution of disabling interchange might not be futureproof. For me, UE 5.5.4 and Blender 4.3.2, I found that BOTH were adding to the ridiculous prefix. Blender altered the prefix when exporting to FBX, then UE altered it again on importing. To fix that, Interchange was the only option. I screenshotted that Interchange setup that I used to fix it, and at the end of those nodes you can see I still had to remove the “Armature_” prefix from the name, which is what Blender added.

Yeah, i will use that as a temporary solution to be able to work on my animation, i cant afford to loose a day or two fiddling with a custom import code that i dont understand, i need to work on my animations.

Anyway that new import system also caused issues with the import normals on mesh, removing options to have flat shading when importing characters.

If i have to revert back to Interchange in the future, ill pay someone to make me a proper import pipeline that work as intended i really dont feel like playing around with name strings and for each loops until i figure how to import properly.

In my case Blender is not a problem, the actions all have their proper names, it was just that “anim” issue.

Anyway, thanks for your help !

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FYI, it is better to deactivate Interchange FBX from CVar than the full Interchange plugins.

Good idea, i will do, thanks again !