AFAIK, I had to mod the export script to actually take LOD_ as the empty to look at.
Also, I’m still not 100% happy with the inside nomenclature, but here is the script portion since I have it open
def fbx_data_empty_elements(root, empty, scene_data):
"""
Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property).
"""
empty_key = scene_data.data_empties[empty]
null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
val = empty.bdata.get('fbx_type', None)
#empty groups = LODS
if empty.parent is None and empty.name.startswith("LOD"):
null.add_string(b"LodGroup")
else:
null.add_string(val.encode() if val and isinstance(val, str) else b"Null")
elem_data_single_string(null, b"TypeFlags", b"Null")
tmpl = elem_props_template_init(scene_data.templates, b"Null")
props = elem_properties(null)
elem_props_template_finalize(tmpl, props)
# No custom properties, already saved with object (Model).
Though I’m not 100% sure I have published it - this should also be part of my Curves Plugin - if it’s not, revise from line 563 of export_fbx_bin.py
http://mosthostla.com/gamedev/ue4curves/