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Importer Conflict with Same Extension Targeting #86309
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Here's another explanation why this is a problem. Initially, the In such cases, the model is imported using another importer Interestingly, even with an invalid executable, However, we know know different interpretations of the FBX file by |
I and @adamscott discussed a bit about possible designs:
|
I think this is resolved by #92197 checking |
I think I understand actually... the issue is user without fbx2gltf opens a project designed for 4.1 which used fbx2gltf. Instead of failing the import, it tried to import with ufbx and all the nodepaths break We should change it so instead of ufbx and fbx2gltf being separate importers, it should be one importer that calls the fbx2gltf codepath if importers is 1 and ufbx otherwise |
Tested versions
Impacts the UFBX pull request: #81746
System information
Windows 11, Nvidia 3090
Issue description
In the current implementation of Godot Engine 4, there seems to be an issue when two importers target the same extension. The problem arises when one importer fails; instead of failing the entire import process, it skips to the next importer.
This behavior can lead to unexpected results and potential issues in the game development process. For instance, when using
ufbx
, there might be a need to fail the import entirely if the first importer fails, but the current system does not allow for this.The desired behavior is to have an option to fail the entire import process if a specific importer (e.g.,
ufbx
) fails, rather than skipping to the next available importer. This would provide more control over the import process and prevent potential issues caused by importing incorrect or incompatible data.Steps to reproduce
Minimal reproduction project (MRP)
Currently this requires a c++ module to reproduce. I can look into how to make a test.
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