Names with special characters like “Box002/*@$%?&><” are exported using the 3dsmax plugin to “Box002__________”
Using plugin 4.22E1 and ue4 4.22.2 and 3dsmax 2016
Was working fine before and tested working on plugin 4.19.18.3 with UE4 4.19.2
It is really problematic as we were building a workflow using some special characters to identify/filter objects…
things changed in the core of unreal since then for various reasons that won’t allow us to change this easily
for filtering, i suggest you start exploring metadata via user defined properties or tags, which are also exported from 3ds max. this will be more reliable
in fact i did check renaming assets in content browser and all special characters are not allowed in 4.22, aside from “-” and “_”…that is pretty big changes!
Out of curiosity is it for performance reasons? Any hope that one or two additional special characters could be supported?
I see in the .udatasmith file that special characters are replaced with “_” does that means that we could not have access to the full original names of all objects if we wanted to script some operations with Python in the import process?
I will look into user prefs but that will be more involving than having a simple character in the file name
Some reasons have to do with how closely assets and objects are named with regards to path on disk. When you factor in multi platform, then additional constraints appear.
I did a quick test and meta data do carry over correctly those characters:
If you could give more details of what you are trying to do, maybe we can find an easy solutions.
For example, this maxscript will add the object name as a user defined property for all max objects - if that is helpful at all:
for obj in $objects do
(
setUserProp obj "OriginalMaxObjectName" (obj.name)
)
Worth mentioning, we do track unique 3ds max IDS as well and they are exported as actor tags:
I don’t know if that is what you are looking for or not since I don’t quite know what you are trying to accomplish.