# Importing-Content

**URL:** <https://forums.unrealengine.com/t/importing-content/664112>\
**Category:** Pipeline & Plugins\
**Tags:** launcher, ImportExport, unreal-engine, question\
**Created:** [October 7, 2022, 5:47am UTC](https://forums.unrealengine.com/t/importing-content/664112 "2022-10-07T05:47:27Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![anonymous\_user\_977add20](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_977add20](https://forums.unrealengine.com/u/anonymous_user_977add20)\
**Post date:** [October 7, 2022, 5:47am UTC](https://forums.unrealengine.com/t/importing-content/664112/1 "2022-10-07T05:47:27Z")

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is there a way to prompt the user to auto rename assets on import instead of just over writing content

Importing-Content

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<div class="post-metadata">

**Author:** ![anonymous\_user\_977add20](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_977add20](https://forums.unrealengine.com/u/anonymous_user_977add20)\
**Post date:** [October 7, 2022, 8:47am UTC](https://forums.unrealengine.com/t/importing-content/664112/3 "2022-10-07T08:47:15Z")

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I think the mannequins and bp\_character get’s overwrittten and breaks everything in the project sadly. 3ds max does this aoutomatically with file name conflicts, but I think with unreal it’s more complex cause the engine would have to update the dependencies.
