Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

FBX Import: Material names are truncated when using the _skin## suffix

Unreal truncates the imported material names when using the _skin## suffix to set which slot they will get assigned to in the mesh.

Steps: Import the attached FBX file (make sure Import Materials is checked), this is a cube with two materials; UpperSection_skin00 and LowerSection_skin01.

Unreal creates two materials named "LowerS" and "UpperS", they should be "LowerSection" and "UpperSection".

Load the FBX into MODO or Maya, the material names are correct.


link text

Product Version: UE 4.12
modocube.zip (4.4 kB)
more ▼

asked Aug 03 '16 at 04:45 PM in Bug Reports

avatar image

1 1 2

avatar image mrtb Aug 03 '16 at 07:10 PM

FbxMaterialImport.cpp GetFullMaterialName

Should be: MaterialFullName = MaterialFullName.Left(Offset);

Instead of: MaterialFullName = MaterialFullName.LeftChop(Offset + 1);

avatar image mrtb Aug 03 '16 at 07:12 PM

Is there a different/better way of setting the material order please?


(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi mrtb,

I've entered a request for this to be considered. There may be a specific reason this was set up this way that I'm not aware.

You can follow the status of the ticket here: https://issues.unrealengine.com/issue/UE-34243

Thank you!


more ▼

answered Aug 04 '16 at 07:34 PM

avatar image

Tim Hobson ♦♦ STAFF
48.8k 888 103 878

avatar image mrtb Aug 04 '16 at 09:16 PM

Great, thanks Tim. Pretty sure it shouldn't be doing that, I guess most people must be importing without materials from the FBX and assigning materials made in UE4!

avatar image mrtb Aug 04 '16 at 09:18 PM

Just had a look at the ticket and see that it's flagged as a new feature, pretty sure it's a bug!

avatar image Tim Hobson ♦♦ STAFF Aug 04 '16 at 09:56 PM

Hey, I've messaged an engineer who may know why this is. To me, it seemed since it was a deliberate choice to chop the text that there may be reason behind it to make it more in line with a feature request. Once I hear back I'll let you know and chance the status of the ticket as needed.

avatar image Tim Hobson ♦♦ STAFF Aug 05 '16 at 12:14 PM

Update: After speaking with an engineer, he said this is actually part of the material refactor work he is doing. He didn't say specifically which version this was targeted, but I would assume this is for a 4.14 target. I asked for clarification, but he's currently out of vacation so I'm not sure exactly when I'll hear back.

avatar image mrtb Aug 05 '16 at 12:44 PM

Hello Tim, thanks for the quick reply.

If this is being re-worked for 4.14 it would still be great to get a fix for it in 4.13

BTW the comment above the line in question is:

"// remove the '_skinXX' suffix from the material name"

So the intention from the comment would be that "UpperSection_skin00" is changed to "UpperSection", not "UpperS" :)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question