Hi,
I am using 3DS Max and export multiple meshes in a single .FBX file which I then import into UE4. All of my individual meshes are named correctly in Max but when I import then .FBX, UE4 annoyingly adds the .FBX file name as a prefix to all of my static meshes. Is there a way to stop this happening without having to export/import hundreds of objects one by one, or manually having to remove the prefix? To avoid confusion, this is an example of what happens:
- Mesh_Example: SM_Table_Square_01
- Export File Name: Big_Burger_Restaurant.FBX
- After UE4 Import: Big_Burger_Restaurant_SM_Table_Square_01
I simply just want the mesh to be ‘SM_Table_Square_01’.
Thank you,