Fix crash when importing model as prefab and handle duplicated object names
#3558
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@@ -26,6 +26,7 @@
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#include "Engine/Utilities/RectPack.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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#include "Editor/Utilities/EditorUtilities.h"
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#include "AssetsImportingManager.h"
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bool ImportModel::TryGetImportOptions(const StringView& path, Options& options)
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@@ -281,13 +282,19 @@ CreateAssetResult ImportModel::Import(CreateAssetContext& context)
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// Import all of the objects recursive but use current model data to skip loading file again
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options.Cached = &cached;
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Function<bool(Options& splitOptions, const StringView& objectName, String& outputPath, MeshData* meshData)> splitImport = [&context, &autoImportOutput](Options& splitOptions, const StringView& objectName, String& outputPath, MeshData* meshData)
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HashSet<String> objectNames;
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Function<bool(Options& splitOptions, const StringView& objectName, String& outputPath, MeshData* meshData)> splitImport = [&context, &autoImportOutput, &objectNames](Options& splitOptions, const StringView& objectName, String& outputPath, MeshData* meshData)
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{
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// Recursive importing of the split object
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String postFix = objectName;
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const int32 splitPos = postFix.FindLast(TEXT('|'));
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if (splitPos != -1)
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if (splitPos != -1 && splitPos + 1 < postFix.Length())
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postFix = postFix.Substring(splitPos + 1);
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EditorUtilities::ValidatePathChars(postFix); // Ensure name is valid path
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int32 duplicate = 0;
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String postFixPre = postFix;
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while (!objectNames.Add(postFix)) // Ensure name is unique
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postFix = String::Format(TEXT("{} {}"), postFixPre, duplicate++);
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// TODO: check for name collisions with material/texture assets
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outputPath = autoImportOutput / String(StringUtils::GetFileNameWithoutExtension(context.TargetAssetPath)) + TEXT(" ") + postFix + TEXT(".flax");
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splitOptions.SubAssetFolder = TEXT(" "); // Use the same folder as asset as they all are imported to the subdir for the prefab (see SubAssetFolder usage above)
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