There are lots of howtos and lots of comments about how to export from elsewhere to unreal. Nobody seems to be discussing the opposite operation.
SITUATION:
1.- Downloaded CitySampleBuildings from the EpicStore.
2.- The buildings are BluePrints. I have chosen the one I want to export
3.- Using a tool called rdBPTools (from the store) i harvested the assets that make up that
blueprint into the Level, thus getting the static meshes of that blueprint.
4.- These harvested textured static meshes in the outliner are the ones i want to export.
FACTS:
1.- CANNOT export directly the Blueprint. The export is decomposed into the minimum common denominator units. And they all come at origin having to rebuild the building from scratch.
2.- USD with textures materials and what not is not consistent
3.- OBJ with .MTL crashes EVERY SINGLE TIME NO MATTER who in the universe runs the export.
4.- GLTF is an option, but the textures get all the lighting baked. UVs are a joke in that they all come broken.
5.- FBX doesn´t export materials (why in the entire cosmic universe is that the default behaviour is something not even EPIC can answer)
6.- There aren´t many other options to do this
NOW FOR THE QUESTIONS:
1.- It is unreal that we can get assets in the software, but nto get one useful thing out from it?
2.- Why do we have such an amazing cosmic ultra mega technology if our basics ARE NOT there solved. How do i benefit from Lumen if It can´t do 1 single export right?
3.- Dear EPIC, why does it have to be so difficultly attrocious to do a simple task:
3.1 Export a static mesh with its textures and materials. To reproduce it elsewhere.
3.2 Do not BAKE THE LIGHTING in the texture
3.3 Not have to go through one hundres and seventy five different options in twenty
seven different tabs to get what you can get with ONE CLICK.
4.- WHY ISN´T EVERY SINGLE BASIC STUFF COVERED IN DOCUMENTATION?
5.- Jesus Christ in a motorbike.
Thanks.