I am new to UE and 3D environment in general. I am different objects in blender with different object names. I tried to export each objects as FBX with settings same with the tutorials (selected objects only while only the selected object to be export, Object Types = Mesh, Geometry > Smoothing > Face),
the first fbx which is named PillarFlat works fine but when I export the Walls and import it to UE, this message popup "Are you sure you want to override asset ‘StaticMesh/Game/AncientRome/Assets/PillarFlat.PillarFlat’?. If I select No, then the import will be cancelled but if I select Yes, then the PillarFlat Mesh will be replaced with the Walls mesh.
Adding some info regarding to this issue. I have tested this with UE 5.4 but importing new fbx will not replace the assets that I already have in my project. I think this is a bug with UE 5.5 so I already reported it as a bug
Yes, I have that too. If you restart Unreal you can export once. Subsequent models are named after first file. You can however export to separate folder for each model. Still name will be wrong, but you can rename it. I have no idea how bug this easy to spot got into final version.
You first import Icosphere. Then in the same folder import Torus and it will want to overwrite Icosphere.
I did press reset selected pipeline. Did nothing.
I still cannot reproduced. Could you try on a new project?
Or you could also try to delete the intermediate folder in your current project, restart and try to redo the import.
Was it a project you moved from 5.4 to 5.5? You use 5.5.0?
Alright. This time it worked. I guess you have to press “reset pipeline button” everytime you import new mesh. Last time maybe I pressed it once and wrongly assumed its like “reset to defaults” while it seems to clear some references or something. Weird in the way it works. Its a workaround really because there is no justification for an importer to use previous imports name.
Project is way from unreal 4 through all 5 versions but that behaviour is also in new 5.5 projects. So for anyone who reads this, press reset pipeline in the import window every time. Hopefully this gets changed. Thanks.
You should not have to press the button every time. Only if you have change settings in the UI in a previous import and you want to go back to the default settings for that import.
If you do not change settings between imports you should not have to reset pipeline.
Well then that is weird. I just had deleted both asset files (and FBX sources,remember I save FBX into the project files from Blender). Anyway when I did reset engine on reimport of IcoSphere it named it Torus. So that previous import file name survided even the restarting of the engine. So something somewhere saves it.
That is the issue. This happens in brand new 5.5.1 created project. So it is project independent. This problem started with new import content window in 5.5.
I am not the creator of this thread so as you can see even if rare others have that too. I did quick google and saw some people mentioning it on reddit too. So how is this not replicable when it has nothing to do with a project I have no idea. Windows 10. Maybe some dependencies or something, dunno.
I even verified installation of UE. I am out of ideas. For now I reset pipeline every import.
Can someone do a video of the steps they go through to reproduce that issue?
I failed to reproduce on a fresh 5.5.1 project, testing with kotlet’s files or with files I created from blender.
Well just partially, after restarting the engine this issue still appears… i am getting mad
i used @CatBiteStudios advice, it worked for a while bot now its completely unreliable. Sometimes it reimports with wrong reference, using previous assets
But right now it misses the FBX namespace entirely, and just imports it with name “Mesh” Even though 2 days ago worked fine for all assets…
Fixing redirectors does not do anything.
Resetting pipeline every time, with adjusting all things correct, to my preferences does not seem to be a great solution…
Okay, I finally managed to repro something similar.
UE starts to get lost as soon as one mesh was imported with the auto import feature.
I will report the bug to the dev.
Unreal 5.5 AutoImport re-reference Bug, Importing fbx mesh overrides different mesh, (A mesh last autoimported in previous session)
Managed to catch the issue:
Importing first feels like working as it should, but importing anything second or after reopening the project, the wonderful new importers autoimport will create a bad reference to the lastly imported file, and replaces the old previous file with the new one, not caring about naming or any other reference restrictions…
The new import does not care about fbx namespace at all.
Fixing redirectors does not help at all.
Resetting preferences every time helps sometimes, but not always, its quite unreliable.
Example:
If your last file you autoimported was Wall.fbx in your previous session, and closed unreal 5.5 with that. Then now, you reopen UE and try to import new mesh eg: Princess.fbx: You get a dialogue box, that wall.fbx will be replaced, you click ok… As a result the Princess.fbx will not be imported, but Wall.fbx will be replaced with Princess.fbx… Soooo much fun… If you click “NO” on the dialogue, as you dont want to replace Wall.fbx, it simply just wont import Princess.fbx… Neither way you get the princess in its own namespace, and as a separately imported mesh.
Sometimes only just namespace ffks up, mesh import at least goes through. Even if you clicked on import the “keep fbx namespace” setting on, you get the new mesh imported, but without the name of the asset, the name of it will be just “mesh”.
The current state of 5.5 import window and autoreimport is unreliable and unusable for production, or basically any meaningful work.