After updating the engine, I’ve found that animations won’t reimport due to them having different names, nothing about my export/import pipeline has changed besides Unreal Engine’s version. I have around 149 animations currently within my project, so going through and manually replacing them along with their notifies and notify states is not anyone’s idea of a fun time.
In 5.4.4 animations would import with names like “HumanArmature_HFalling” “HumanArmature_HRun45” and so on, after updating to 5.5 they have completely different names like “Anim_0_Root” “Anim_3_Root”. As stated before, this completely breaks reimporting and also makes animations undistinguishable without viewing a few frames to figure out what it should be called and renaming it.
Any help would be appreciated, thank you for your time.
I have the same problem. Old fbx files with animation are reimported with correct names. But new ones have wrong names “Anim _0_root” etc.
Thank you for your answers!
Thank you for answer! All my animations already had it’s own fbx files and I still have this problem. The only thing that works for me is to use simplify when exporting animations from Blender
The team is migrating the FBX import onto a new framework called Interchange. That new framework will offer more customization option while standardizing import process of the different formats.
The team was aiming at making the change the least disruptive, apart from the UI rework, but some issues still slipped through. This should be fixed by default or with an option.