Can I still Use glTF Importer without New Interchange Framework?

I saw in UE5 release note said that glTF Importer has been improved by new Interchange Framework, and existing glTF Importer and Datasmith glTF Importer plugins are scheduled to be removed in a future release.

So Can I still use the old way of glTF Importer plugin which will Call FactoryCreateFile?

Hello, interchange does not call that function. But it exposes a way to hook yourself inside the import process if you want to do some extra operations.
What are you trying to do?

My old way to import my own glTF assets is based on my own GLTFImporter Plugin(modified by myself) which use FactoryCreateFile, unfortunately Ue5 never use this as an entry when import glTF files. Meanwhile, override the GLTFImporter by placing it in project like the operation in Ue4 do not work in Ue5.

So If I still want to use my old GLTFImporter Plugin, is it the only way to import it as a thirdparty Plugin?

I am not a specialist but you could try to have your importer as a third party plugin. I would still check that migrating to interchange + removing core plugin did not remove some of the API/functions you rely on.

In a second time, what does your importer do that interchange does not do?
Do you support some extensions we do not support yet, or do you modify some option on the imported asset or the way the data is processed before importing in UE?

With interchange you can easily change the way the payload is passed to assets and you have more control on how to tweak the import settings.

Else another thing you could try to do is make your own InterchangeglTFTranslator and change code so UE use that one.

Thanks for your reply, my GLTFImporter is designed to support my own modified materials so that some gltf extensions key world in json style need to parse on purpose.

I will later try these two different way to make my own plugin still work on Ue5 then.

I am not sure it is going to cover 100% of your need,

but in 5.3 you will be able to map material assignements to custom Material Instances.
So you can control what material instance UE uses for the different type of materials when creating gltf materials.

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Really appreciated, thanks for your supports!

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