4.24\Engine\Source\Editor\UnrealEd\Private\Fbx\FbxMainImport.cpp
line:1680
if ((ImportOptions->bUsedAsFullName || FbxObject == nullptr) && InName != TEXT("None"))
{
//OutputName = *InName;
OutputName = FName(*FString::Printf(TEXT("%s"), UTF8_TO_TCHAR(FbxObject->GetName())));
}
line:1732
if ( InName == FString("None"))
{
ComposeName = FString::Printf(TEXT("%s"), UTF8_TO_TCHAR(NewName ));
}
else
{
//ComposeName = FString::Printf(TEXT("%s_%s"), *InName,UTF8_TO_TCHAR(NewName));
ComposeName = FString::Printf(TEXT("%s"), UTF8_TO_TCHAR(NewName));
}