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.
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
answered Aug 04 '16 at 07:34 PM
Tim Hobson ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here