Fix Material id Mismatch without Saving the Level in Unreal

Опубликовано: 18 Апрель 2026
на канале: malcolm341
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//Flip suffix script starts here
global proc m341_flipSuffix()
{
string $materials[] = `ls -sl -fl`;

string $name1 = $materials[0];
string $suffix1 = endString($materials[0], 2);
string $trim1 = endString($name1, 2);
string $trimName1 = basename($name1, $trim1);

string $name2 = $materials[1];
string $suffix2 = endString($materials[1], 2);
string $trim2 = endString($name2, 2);
string $trimName2 = basename($name2, $trim2);

select $materials[0];
rename m341_temp;
string $mat1[] = `ls -sl`;

select $materials[1];
rename m341_temp;
string $mat2[] = `ls -sl`;


select $mat1;
rename ($trimName1 + $suffix2);
string $select1[] = `ls -sl`;

select $mat2;
rename ($trimName2 + $suffix1);
string $select2[] = `ls -sl`;

select -add $select1;
}
m341_flipSuffix();