Hi all, sorry for the multiple messages on this topic…
I am looking into the fbx sdk, having problems and am wondering if there is an easier way…
Can I create a static mesh in c++, give it a file path to a .fbx file and load the mesh that way?
Basically, what I am asking is… What is the easiest way to load an fbx file into the editor from pure c++?
I don’t need to do this at runtime, only in editor. The reason is I need to retrieve custom attributes from the fbx file on loading.
I am trying, using the fbxsdk files that ship with ue:
#include <fbxsdk/fileio/fbx/fbxio.h>
#include <fbxsdk/fileio/fbximporter.h>
#include <fbxsdk/fileio/fbxiobase.h>
#include <fbxsdk/fileio/fbxiosettings.h>
#include <fbxsdk/core/fbxmanager.h>
#include <fbxsdk/scene/fbxscene.h>
bool AcreateMesh::testMesh(FString filename, FString type)
{
//create a SdkManager
FbxManager *lSdkManager = FbxManager::Create();
// create an IOSettings object
FbxIOSettings * ios = FbxIOSettings::Create(lSdkManager, IOSROOT);
// set some IOSettings options
ios->SetBoolProp(IMP_FBX_MATERIAL, true);
ios->SetBoolProp(IMP_FBX_TEXTURE, true);
// create an empty scene
FbxScene* lScene = FbxScene::Create(lSdkManager, "");
// Create an importer.
FbxImporter* lImporter = FbxImporter::Create(lSdkManager, "");
// Initialize the importer by providing a filename and the IOSettings to use
lImporter->Initialize("C:\\myfile.fbx", -1, ios);
// Import the scene.
lImporter->Import(lScene);
// Destroy the importer.
lImporter->Destroy();
return true;
}
But all the FBX functions show as undefined. What am i missing?
Thanks!