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Blender importer adds long suffix to root node name #84025
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Have same issue on 4.2 Beta 3 on Windows 10 x64 |
As a workaround, you can set RootName in the import options. |
Looking into it |
Edit: My bad, I was checking the advanced importer and not instantiating the scenes. The problem is with the name of the root node of the instantiated scene. There is indeed a regression there. In all Godot versions, the advanced importer looks similar: The MeshData has the hash in all Godot versions, unlike the .glb. What changed recently is that the scene root seems to take its name from the mesh data. In 4.2-beta5: In 4.1.3-stable: |
Tested intermediate 4.2 dev/beta snapshots. The regression was introduced in 4.2-dev5 (dev4 doesn't have the bug). Didn't bisect further but #80272 sounds possibly related, CC @aaronfranke. |
Godot version
4.2.beta.custom_build.50d17f6b8
System information
Linux 6.5.8-arch1-1
Issue description
Root nodes of files imported using the blender importer have a hash after the name, e.g. Character-e1c248ae26fc8808362fd6c8fbab07b3. I don't have the same issue with a .glb import of the same file.
Steps to reproduce
Minimal reproduction project
example.zip
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