Hi,
A script called TSTools used to work perfectly for exporting objects via FBX from 3DSMax to UE4, then creating a box with the name of the object from Max and the correct world space position, which could then be replaced with your imported FBX mesh in Unreal.
This essentially allowed you to keep your exact pivot points and world positions consistent between Max and Unreal - very helpful in complex Arch Viz scenes where resetting pivots to 0,0,0 is less than desirable.
Here is the text it generates to copy into UE4:
Begin Map
Begin Level
Begin Actor Class=StaticMeshActor Name=01_Structural_Walls Archetype=StaticMeshActor’/Script/Engine.Default__StaticMeshActor’
Begin Object Class=StaticMeshComponent Name=StaticMeshComponent0 ObjName=StaticMeshComponent0 Archetype=StaticMeshComponent’/Script/Engine.Default__StaticMeshActor:StaticMeshComponent0’
End Object
Begin Object Name=StaticMeshComponent0
StaticMesh=StaticMesh’/Engine/EditorMeshes/EditorCube.EditorCube’
RelativeLocation=(X=1209.04,Y=-3311.36,Z=0.0)
RelativeScale3D=(X=1.0,Y=1.0,Z=1.0)
RelativeRotation=(Pitch=0.0,Yaw=0.0,Roll=0.0)
CustomProperties
End Object
StaticMeshComponent=StaticMeshComponent0
Components(0)=StaticMeshComponent0
RootComponent=StaticMeshComponent0
ActorLabel=“01_Structural_Walls”
End Actor
End Level
Begin Surface
End Surface
End Map
When posting into UE4 it behaves as I described, when pasting into UE5 it crashes the editor. I have no scripting knowledge so I was hoping someone could point me in the right direction with why this would no longer work and how I could edit the script to fix it.
Thanks