Repro
- In Max/Maya create a static mesh
with a dummy socket
FBX Static Mesh Pipeline | Unreal Engine Documentation - Open Unreal Editor and Import your FBX
(drag drop into content browser) - Open the Static Mesh Observe it has
a socket - From the Static Mesh menubar select
Mesh->Reimport - Observe it has multiple sockets of
the same name - Additional note: if you try to manually create a socket with the same name it’s not permitted, so this could have further knock on effects.
Our workaround is a little complicated than most as we have custom socket classes to contend with, so we have to ensure a new socket gets created of the correct type (incase the old one is outdated).
In StaticMeshEdit’s RestoreExistingMeshData before calling NewMesh->Sockets.Add(…)
Loop through all the NewMesh sockets’ for a match, if found: CopyPropertiesForUnrelatedObjects from existing to new (but preserve new’s transformation information) and then skip the Add call.
Andrew