We don't remove the assets name when importing
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@ -128,24 +128,7 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
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AStaticMeshActor *MeshActor;
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// try to get the name of the map that precedes all assets name
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FString MapName, AssetName;
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for (auto MapAsset : MapContents)
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{
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// Rename asset
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MapAsset.AssetName.ToString(AssetName);
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int32 FindIndex1 = AssetName.Find("Road_", ESearchCase::IgnoreCase, ESearchDir::FromStart, 0);
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int32 FindIndex2 = AssetName.Find("Roads_", ESearchCase::IgnoreCase, ESearchDir::FromStart, 0);
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if (FindIndex1 >= 0)
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{
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MapName = AssetName.Left(FindIndex1);
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break;
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} else if (FindIndex2 >= 0)
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{
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MapName = AssetName.Left(FindIndex2);
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break;
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}
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}
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FString AssetName;
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for (auto MapAsset : MapContents)
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{
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// Spawn Static Mesh
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@ -158,9 +141,6 @@ TArray<AStaticMeshActor *> UPrepareAssetsForCookingCommandlet::SpawnMeshesToWorl
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// Rename asset
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MapAsset.AssetName.ToString(AssetName);
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// Remove the prefix with the FBX name
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AssetName.RemoveFromStart(MapName, ESearchCase::IgnoreCase);
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MeshActor->SetActorLabel(AssetName, true);
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// set complex collision as simple in asset
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UBodySetup *BodySetup = MeshAsset->BodySetup;
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