I’m working with Unreal for data collection of bounding boxes of outdoor objects. At the moment I can only get correct bounding boxes from staticmeshactors. Is it possible to convert existing foliage objects to staticmeshactors or create new individual staticmeshactors with the foliage drawing tools?
Im not sure what you are doing, but the foliage tools use instanced meshes.
they still have bounds obviously, or occlusion and culling would not work.
you can pull their data by looping through their array.
Hm, I’m actually not sure what’s the best way to get the info python. I’ve been told from our guys that they really want staticmeshactors, so it would be nice to convert them.
Hi, if you want to “convert” them you can loop through the transform array and spawn an static mesh actor with that transform. But of course if you have 10k instances than using a static mesh actor for each of them instead might/will kill your performance.
And you might wanna make sure that you really need static mesh actors or explain in more depth what you’re trying to achieve =)
Cause the instanced static mesh component already holds a static mesh from which you can get its bounds and the array of instance transforms from where you can get the scale and rotation of each instance so I don’t see any reason why you would need static mesh actors…
My point as well.
data is data. Wdater it comes from HISM or SM it makes no difference. It is still present for the engine to funcion.
Forget pyton, just write it to the log file in CSV format.
bascially just loop throguh the array and print string the bounds in some format you can work back.
Probably.
Id of instance, scale of instance, bounds of instance.
Drop a copy past of that in an empy file, save it as CSV, and thats your data.
Obviously making changes to the foliage will change that data and not your excel sheet.
be aware that passing data back to the instance is slow compared to the print out.