Nice, thanks! ****](https://forums.unrealengine.com/member.php?10518-) And yes I remember the first thing I thought when I read the rigify addon was , mm well yes is posible but require alot of work , so I thought well … first create the rig and then maybe I can write a script for output the data for the rigify… then I forgot rigify. Edit the Rig is not a big deal after all (I will try to show it in a video).
And well, I see you are a contributor to the engine so I will assume you are familiar with the UE4 API and c++
I have something in mind now for the addon, I have the structure and the knowledge for start doing things in python but I need some guidance / help / contribution on the UE4 side in c++.
Let me explain you:
What I want is grab all the position/rotation/scale in scene(world space), save it in a text file or CSV as a datatable (also a parameter for if the object must be an instance) and then through a plugin in UE4 make a couple buttons, one for load and another for save the data in CSV file.
The load button must load the data on the datatable exported in and find the asset in the content folder, if exist spawn the asset in the position specified in the data table. The second buton ( for save) will save the positions of the objects in the UE4 scene and update the CSV file. Also I want to put a button in for reload the CSV file.
I don’t want to do in real time , I prefer a couple buttons for save resources.
So, can you give me some guidance/help on where to look on UE4 API ?, or if the engine have a specific function for example, for search in content folder and spawn the asset…or combination of functions… stuff like that
I assume that should not be too difficult to make UE4 can read a text file with a data table and place objects in the scene according to the table. But really the only thing I have in c ++ is a plugin with a button that does nothing, well a message in log (I made the plugin just using “plugin creator wizard”) for start testing things and familiarize with c++ a little more
My intention is, when the addon and the plugin for UE4 is done (I want polish a couple things and add at least, a way for export premade physics animation as a skeletal mesh to the addon), submit to the UE4 so can be released With the engine (the addon and the plugin) Although not really know how I should do that and if will be acepted etc…;), all in good time.
Thanks again
Greetings!