So, I did a little digging into the Unreal source code, and found that my suspicion was correct. The system is showing the dialog prompts just before analyzing the set skip attributes.
Code found in: Engine\Source\Runtime\Interchange\Engine\Private\Tasks\InterchangeTaskImportObject.cpp
I have no idea why that’s the case (it sounds very counterintuitive to me). Maybe someone with knowledge about the system like @UE_FlavienP could chime in?
So what’s the recommended solution? I haven’t been able to find any docs about filtering/removing factory nodes themselves (I’ve only seen stuff about this “skip” flag).
I don’t want to skip creating translate nodes for textures because I need all the materials to link up to the textures. And I can’t seem to reuse translate nodes across import tasks.
I considered filtering payload key assignment for texture translator nodes in the same way as I’m filtering factory nodes’ skip attributes (so they never try to import the texture multiple times in the first place), but then I believe the material parameters would just be pointers to nodes with no data references and so the materials wouldn’t get any textures assigned.