It looks like the new interchange-based FBX importer handles the naming of static meshes that contain collision differently than in the prior FBX import workflow of UE 5.4.
In Unreal 5.4, if I import the FBX file linked at the bottom of this post with “Combine Meshes” turned OFF, I’d get the following static meshes:
SM_MasterBedroom_Wall_02_MasterBedroom_Wall_02
SM_MasterBedroom_Wall_02_MasterBedroom_Wall_02_Moulding_Base_Right
SM_MasterBedroom_Wall_02_MasterBedroom_Wall_02_Moulding_Crown_Right
SM_MasterBedroom_Wall_02_MasterBedroom_Wall_02_Window_01_Opening
SM_MasterBedroom_Wall_02_MasterBedroom_Wall_02_Window_02_Opening
The same FBX, imported under 5.5 interchange with “Combine Static Meshes” turned OFF, results in the following static meshes:
NN36WzSBQ0qP_jIQNtS8-g0_141
MasterBedroom_Wall_02_Moulding_Base_Right
MasterBedroom_Wall_02_Moulding_Crown_Right
MasterBedroom_Wall_02_Window_01_Opening
MasterBedroom_Wall_02_Window_02_Opening
The FBX was created by Blender. It looks like when a mesh contains collision meshes nested underneath it in the file, Unreal 5.5 is naming the static mesh after the “mesh” inside the object, rather than using the object name. Here’s how this static mesh looks in Blender before export to FBX, to clarify what I mean:
I would expect the name of mesh to be MasterBedroom_Wall_02
rather than NN36WzSBQ0qP_jIQNtS8-g0_141
.
Here’s a link to the FBX: