Trying to figure out how I can export a modular level to Unreal, from Max, and keep the transform positions.
I’m not too big of a fan of the Unreal UI or tools/shortcuts. I feel, when I work in Max, that I’m a lot more comfortable and faster.
What I’d like to do is setup my initial layout in Max, and export.
So far, all good.
The trouble I’m having is once the layout is approved, I have to overlay the static mesh set design pieces over the layout in unreal.
I’d like to do this in Max. I can use my modular pieces to create the level in max, but when I export and import, it imports and duplicates all the assets. Also, all the assets are no long in their layout position. They are at 0,0,0. (Center of World)
I want to build using my modular assets in max, and have it work in unreal as if it was done in unreal.
How can I export from Max and have Unreal import a single instance of an asset, and place it in the unreal world everywhere it exists in Max?
I did try exporting the level as a single mesh…but not sure if that’s good for performance. Does object culling exist in Unreal? (Loading and Unloading assets that are not visible by the camera)
I shouldn’t bake the entire level to a single mesh, right?
for modular stuff you might want to consider using Instanced Static Meshes in Unreal to save on memory and draw calls - but then you are going to have to get your hands dirty with Blueprint or C++ - but depending on the size of your levels and what you are doing (like an MMO or whatever) you might really want to look into it
It’s a feature of the FBX import option, it will import single objects into the content browser and then create a Blueprint object you can drop into your level which will place all of the objects where they were in your 3D program.
Currently Epic is also working on a faster way to move scenes over from programs like Maya and 3ds Max (like a button to directly send it over)
in the FBX Export Settings > in Include > Preserve Instances has to be checked.
**File **> Import into Level
In the Import Options dialog, Hierarchy Type is the other important option to set. If you are a fan of XRefs in Max, then this is similar to that. If you want a update-able level, then Create One Blueprint Asset, else Create Level Actors.