@mattworkman I found a work around to make it “work”. After you import the glb without collision, you can convert it in procedural mesh to have the collision. For FBX, there is the plugin Realtime import that allow import of fbx file (but I have some difficulties with the position of all parts with large fbx fiile).
In UE5.4, I imported the model through interchange and applied the already set material file.
The texture, highlight, roughness and other parameters of the material are displayed normally, but the normal map cannot be displayed.
In UE5.3, the material can be fully applied by performing the same operation.
May I ask if there is a solution to the problem in UE5.4.
Otherwise, I will have to refactor the project in UE5.3.
And I am using Reimport Asset, which also does not work in version 5.4, while it can be used in version 5.3.
Can you help me solve this problem?
I don’t want to remake it in UE5.3.
I’ve tried importing a .glb at runtime with collision in UE 5.6, and it still doesn’t seem to work fully. If I do a development build, I can see that the collision mesh is correctly imported, but physics (Query & Physics) appears totally disabled - even the debug camera does not trace against the mesh’s collision.
Hey @UE_FlavienP, any plans/news about importing GroomAssets at runtime in packaged builds?
LogInterchangeEngine: Error: Cannot import file. The source data is not supported. Try enabling the [abc] extension for Interchange.
I saw that’s possible to do it in editor with GetAssetTools->ImportAssetTasks but on packaged it crashes the game - I assume that’s editor code and the game can’t access it (?)
No plans. That is not an easy task as creation of groom assets is relying on “editor only” code that is not available in packaged builds. And there is no plan to make this code packaged build compatible.