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glTF import process strips most non-alphanumeric characters when generating Nodes #45544
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This caused by the following function:
Godot preprocesses nodes as some editors add extra characters when exporting. But probably it would be nice to keep names as is. |
@Shatur95 This should be addressed by #45545. |
Fixed by #45545 (not sure why it didn't get closed on merge). |
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Godot version:
3.2.3 (but still exists in master as of today)
OS/device including version:
Verified with Windows/x64, macOS/x64
Issue description:
Importing a glTF file with node names containing characters other than
a-zA-Z0-9_ -
results in Nodes with those characters removed.It is expected that any characters that are valid in a Godot Node name should also be valid here. The error message within the editor in 3.2.3 indicates that only
. : @ / "
are disallowed, though in looking at the importer code in 3.2.3 it looks like$
could be problematic as it is used as a suffix delimiter and by inspection#
was found to prevent import hints from being processed as well.This is particularly useful for
EditorScenePostImport
processing (my specific usecase is addingkey=value
pairs as hints to facilitate BoneAttachment generation)Steps to reproduce:
Create a glb or gltf file with a node whose name contains interesting characters (e.g.,
Test!%^&*
), import into Godot and notethat the imported node in the scene omits those characters.
This project contains a glb file with a default cube named
Cube!%^&*()=[]WithInterestingCharacters
which is renamedCubeWithInterestingCharacters
by Godot.MinimalReproProject.zip
Not clear if this would be obviated by godotengine/godot-proposals#1823
This is also similar to #43482 which covers the impact bone name sanitization has on users.
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