I am currently running into an issue when importing FBX meshes into Unreal Engine 5.5.0 using the Interchange Framework. These FBX files come from Maya and have custom attributes on them that, when imported, should (and does when using import into level) be in the asset metadata as FBX.attributeName. But when using the Interchange Framework, the names of these attributes changes to INTERCHANGE.partName.attributeName, leading to some issues pulling these values out. Is there a way to change this metadata tag prefix behavior or just a plain easier way to import without using the Interchange Framework. I would like to avoid having to enable and disabled the Framework if possible. Thanks ahead of time!
What about changing your code to use the new naming convention?
Not 100% sure if there is an easy way to do it. I will ask dev if we can avoid making a custom pipeline to do that.
You can deactivate the Interchange FBX import with the cvar
Interchange.FeatureFlags.Import.FBX false
Else you can add a custom interchange pipeline that will do the renaming of metadata values to your FBX interchange pipeline stack. Add the uasset to your current project and then add it to you default asset pipeline stack as shown in picture. The asset was made in 5.5.1
IEBP_LegacyTags.uasset (124.4 KB)