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,
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I, too, am looking for a way to accomplish this. The new interchange importer for FBX actually does not seem to prefix the mesh names anymore, but it has a new bug with naming, which I’ve detailed in another thread.
UPDATE: In Unreal 5.5, you can enable the “Batch Renamer” plugin in the editor and then use that to remove the prefix added for each mesh. Now, that’s only helpful if you’re importing all your meshes from the same file.
In my case, I was importing multiple files, but luckily all the meshes inside each FBX had a name that was prefixed with the name of the FBX collection (e.g., SM_Hallway_Wall_03
contains Hallway_Wall_03
, Hallway_Wall_03_Window_01_Opening
, and Hallway_Wall_03_Window_02_Opening
). So, using the legacy FBX importer in 5.5, I’d end up with meshes named like SM_Hallway_Wall_03_Hallway_Wall_03
, SM_Hallway_Wall_03_Hallway_Wall_03_Window_01_Opening
, and SM_Hallway_Wall_03_Hallway_Wall_03_Window_02_Opening
. To fix this:
- I used "regex’ mode in the Batch Renamer.
- I set the pattern to
SM_(.+)_\1
.
- I set the replacement to
SM_$1
.
This worked because my objects all had the name of the static mesh repeated in their actual name.