I am also interested in this plugin… I was searching and searching. Google and the Unreal forum. I read some posts about free versions, private version, people talking about the Datasmith plugin and a lot of problems. But I couldn’t find anywhere the official Unreal Plugin that allows you to import glTF files.
I also checked the Unreal Marketplace - but nothing.
Can someone help me out here and post a direct link to the OFFICIAL UNREAL glTF IMPORTER?
Installation instructions, and maybe somewhere a mini-tutorial that shows how that works?
Were you able to check it in any 3D program if the downloaded file is actually valid and looks as it does on the picture? It’s possible that the website you’re using has automatically converted that glTF format in a wrong way.
If it’s perfect on your local machine (Blender, 3ds Max, Maya, …), then it is probably a bug, and as @pf_breton mentioned, you better open a ticket for it so they can check it out.
thx … well… if I want to check the geometry lets say in 3dsmax… I would need to have a plugin for that tool as well, right?
I was also looking for a 3dsmax gLTF importer… but heck… lot’s of discussions about it… lot’s of forum posts… but I am not able to find a gLTF Import Plugin for 3dsmax.
I am not a developer… I don’t understand the code or their program language.
I also found something from a group called … but I was not able to find something to download on github…
Blender 2.8 seems to have it built-in, maybe it’s worth a try “The glTF 2.0 importer and exporter is enabled by default in beta versions of Blender 2.8.”
I’m afraid I don’t have better ideas for now, as I’m not a 3D artist myself
yeah, it looks like it’s scanned geo… but even so… at the end it’s an .fbx or .obj file… but more and more objects are getting scanned theses days… it’s fast, and easy… and for some reason… sketchfab users are going more and more into that direction… so yes, it’s for sure highly appreciated if the gITF import also works with scanned data… thanks a lot for looking into that issue!
The mesh contains some sub-meshes in a lot of glTF files. The glTF importer(official) plugin doesn’t transform all sub-meshes to the absolute position/rotation/scale. You have to transform it manually.
You can try my plugin - glTF for UE4, it is free. It supports to transform the mesh’s section to the absolute position/rotation/scale or to import your level by relative position/rotation/scale.
You can see the mesh was split to some sub-meshes. You can import all sub-meshes into your level by the import option - Import Level. And you also can import the glTF file to the editor, but you have to chose the option Apply Absolute Transform to avoid transform meshes manually.