So I have a question or two… I have an entire city scape in Blender. It’s say 250 meshes and a dozen materials. I originally imported it as one giant static mesh which was nice and simple. Only it refused to render on my iphone after I deployed my prototype. A helpful person on here recommended to uncheck “Combine Meshes” on the FBX import. Now when I import I get 100s of static meshes, and it chugs along for a bit when I drag them all into the map, but eventually it all sorts itself out.
Now my issue is, I want to tweak some of the map and the materials and bring those changes back in. It appears I have to go back to each mesh and click “Reimport” one by one several hundred times to make sure I get them all. On top of that, the reimport doesn’t seem to pick up when I’ve renamed any of the materials. Finally, I don’t want to use the crummy imported materials anyway and instead use some nice material instances I made in UE4. I can’t figure out how to edit the existing imported materials and turn them into material instances after the fact. Or any automated way of saying replace all Material X with Material Y in my project. Each mesh has around 3-6 diff materials out of the dozen or so in the entire map, but I’m still looking at having to manually swap out 250x~4 = ~1000 materials?
And this is just for a single level? And if I ever have to fix anything on a map and reimport, do it all over again? Is there a smarter way to go about this?? Originally when I pulled it in as a single mesh, it was just one thing to import and a dozen materials to manually swap out, so no big deal. Now my head is gonna asplode!
as i dont have much time ill reply fast.
google for a blender batch exporter: Google
- I dont have blender myself so I cant tell you which one to choose.
- Importing everything as one static mesh would obviously mess up a mobile due to polycount, giant (crappy) collision and other issues.
- Yes, you now have 100’s of meshes, which is the way ue4 works. think of it as legoes, you combine parts, props and pieces untill you get the result you want.
- when editing the one mesh its material, uv map or whatever, you can use the batch exporter. any decent batch exporter will either move the mesh to 0/0/0 if needed and keeps the name you gave the mesh.
- if you dont want to use the imported materials, dont import them
- editing the materials and making masters/instances is something you can easily google it to find tutorials on it.
- drawcalls are very critical for mobile (and even pc) and every material applied to a mesh increases its drawcall. so 6 diff materials on one mesh results in it having to be drawn 6 times (and depending other stuff perhaps even more) which would kill your mobile and would even be suggested to not do that for desktop either.
- there are some good workflow tutorials online, sadly I need to go now and cant provide them.
hopefully this at least helped a little bit untill someone who has more time can go more in depth
Thank you for taking the time to respond, but I still don’t see any workarounds.
1 - 4: The issue isn’t exporting from Blender, I can still export it as a single FBX and UE4 splits apart on a singe import.
5: My problem is I like that it imported the material and made the link from the mesh to a material, I just don’t like the material in question. So the link is good, the material is bad. Two separate things, I want to keep the imported links.
6: The making of masters/instances isn’t my issue. It’s that you apparently can’t turn a plain material into an instance after it’s been created.
7: I’m not worried about that. It’s extremely low poly and there are no textures and no physics in my game, so I got plenty of wiggle room.
8: I’ve not found any workflows for when you have to split the FBX apart on import, which is why I’ve posted here.