I am importing my modular kits into unreal, and each category in my kit: “Walkways”, “Supports”, “Platforms”, “Structures” etc. are all stored into a single FBX. Inside the Project, the are all named correctly, but when importing to Unreal, it has a habit of taking my love “SM_Walkway_Corner_Wide” and turning it into “WalkwayKit_SM_Walkway_Corner_Wide” for every single asset.
I wanted to check if there is a way to prevent this, and just force unreal to import them with the names each mesh has been given. I can go and modify ALL of the names so that the prefix of the file name makes sense, but it is a big kit and will take a really long time to do.
Currently I’m using 5.4, but I won’t be upgrading mid-project for stability. So if this has been amended, that’s great, but sadly I likely wont be able to take proper advantage of it for this project.
Were additional options added in 5.5 to help with this?
Sadly that is a change that comes with the Interchange version of FBX importer that is new in 5.5.
That could be a nice thing to try once you migrate but be aware that because there was some leftover bugs and some change in default values some people find the transition not as smooth as it should be.
In the meantime maybe you could make an Editor Utility Widget to process folder and rename assets.
Something like this