Quick answer: Configure the Interchange pipeline to use a parent material and search for existing materials, or disable material import to keep manual assignments.
After switching to Unreal's newer Interchange importer, an FBX may come in with fresh generic materials instead of instances of your master material. The Interchange pipeline has its own material rules, and unless configured it will not reuse your existing material instances.
How to fix it
1. Set a parent material in the pipeline
In the Interchange import pipeline settings, assign your master material as the parent so imported slots become instances of it rather than new standalone materials.
2. Search for existing materials
Enable the option to reuse existing assets by name so the importer binds to material instances you already authored instead of duplicating them.
3. Disable material import to keep manual setup
If you assign materials by hand, turn off material import in the pipeline so reimports stop overwriting your assignments with generated materials.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.