How to set FBX static mesh import rotation with a blueprint editor utility script?

So I have a bajillion static meshes that one of my artists imported with the wrong rotation. I could obviously go into each mesh and change the import rotation by hand, but I want to do it with an editor utility script so it can be done in seconds instead of weeks.
I’m a bit stuck figuring this out though. I can see there’s a function to Cast To FBX StaticMeshImport data, that I can then set the import rotation. And I can Cast To StaticMesh. But for the life of me I can’t figure out how to get to one from the other.


Hey there @chrisell! Welcome back to the community! Is it possible to use the Property Matrix Editor for this use case? As I’m unfamiliar with blueprint asset editing personally.

@SupportiveEntity Ermagherd. Of course I overlooked the simple option and tried to make everything more complicated. Thank you - that works perfectly :slight_smile:

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No worries, I frequently forget the property matrix exists and make tools to do similar things and realize “Oh yeah I could just prop matrix all of this”. Though for larger projects with crowdsourced contributors, you could also look into a custom FBX data importer that forces import options, though it’s somewhat complex, so I’d recommend just using the matrix every couple of asset commits to realign things.

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