Importing different FBX but overriding different mesh

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.


I took some research but the answer that I found is just rename the objects, I always names my objects but still stuck in PillarFlat issue

One way I found is every time I import an object, you need to rename it to prevent that issue but each imports are all named as PillarFlat.

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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.

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I cannot reproduced. Can you share your sample fbx files?
Did you try to “reset the selected pipeline” in the import dialog?

@UE_FlavienP

Here. Two FBX files from Blender 4.1

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.

Torus_Test_1_SM.fbx (78.1 KB)
IcoSphere_Test_1_SM.fbx (17.3 KB)

Edit: I also checked Blender 4.3. Same thing. Tried new projects on both C and D drive, same thing. So I do not understand how you cannot replicate.

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?

@UE_FlavienP

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.

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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.

Hey folks!
I have experienced this as well. I happened to mess around and checked this option:

Found inside the import dialogue:

After that it seems to work; fbx imports now create their own uassets instead of using the asset name of the first fbx import.

This is with Unreal 5.5.0

HTHs!

@CatBiteStudios

Nope, issue still persists for me.

Not a specialist but
First I would try run a Fixup redirectors Asset Redirectors in Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community
Second I would try to delete the intermediate folder in the project and restart.

@UE_FlavienP

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.

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I’m having this exact issue. Pipeline must be reset.

I found out better solution is to set the following to zero and disable the “new and improved” importer alltogether.

Interchange.FeatureFlags.Import.FBX