a) I did not manage to do that yet. Asking for some pointers.
In theory, at the Execute pipeline level you should be able to add your own Interchange Material Factory Node to the Base node container. Then you could set up the different properties yourself and Interchange would create the new material for you.
b) At the Execute Post Import you could do some content browser operation. But Execute Post Import function is called per asset created so maybe not the best place for what you need to do.
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I used a special pipeline that gives more insights on translated nodes that comes from reading the file, and factory nodes that are created and modified by default and custom pipelines.
The preview button only give you partial information on factory nodes
You can use this view for debugging by adding the DefaultGraphInspectorPipeline at the end of your pipeline stack. This window will popup by itself.
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Scene or Level import with Interchange is not fully tested yet in 5.5 so it is disabled by default. If you want to use your custom pipeline with level import then you should enable Interchange for FBX Level import.
Use the following CVar
Interchange.FeatureFlags.Import.FBX.ToLevel true