Hi @Finchy - I’m not sure about the workflow you are mentioning for FBX files and what you are trying to do?
For the new FBX pipeline, the Asset Processor automatically processes any FBX files it finds in the project path. So for instance, if you have set up your game project to work in the Starter Game (where it is by default in the Project Configurator), you would place any FBX files you want to be automatically processed in the path:
So you would place the FBX files for any objects you wanted processed into that folder, and open the Lumberyard editor at that point. There is no need to do anything like File > Import to bring in static CGF objects. Once you check that the Asset Processor has processed your object (check in your hidden icons tray to find the Asset Processor icon, then right-click and select “Show” to see the Asset Processor window) successfully, you can use the Asset Browser to see what it has automatically derived from your FBX file.
When you are in the Lumberyard editor, you go to Tools > Asset Browser, then navigate to your FBX file in the project. You can right-click the file and select “Edit Settings” to see what things the Asset Processor has derived from your FBX file, as well as seeing the actual sub-types in the Asset Browser window.
If you have set up a material on your object in 3ds Max, that material will still be associated with the CGF file automatically, there is no need to assign that material to the static mesh. If you want to see your static mesh on a level with the material applied, you can add a new empty component to a test level in the Entity Outliner, then add the “Mesh” component from the Rendering menu in the Add Component menu of the Entity Inspector.
You should then see your static mesh on your test level with the material applied, without having to do any type of material assignment through the material editor. If you have NOT applied a material in 3ds Max, you can then just point the Mesh component to a Material Override material.
Hope that helps - please let me know if there’s any more info I can give.