Let me explain my problem in details.
I have an architecture scene in 3dsmax with a LOT of objects and i’ve wrote a scripts that takes all of my objects in scene (including instance references and transformations) and paste them in UE scene using Exec console commands ( this part of the script where taken from other script that can be found in internet).
It generates something console command for UE like this
Begin Actor Class=StaticMeshActor Name=Floor1_SmallBlock_NW_01 Archetype=StaticMeshActor’/Script/Engine.Default__StaticMeshActor’
Begin Object Class=StaticMeshComponent Name="StaticMeshComponent0" Archetype=StaticMeshComponent'Default__StaticMeshActor:StaticMeshComponent0' End Object Begin Object Name="StaticMeshComponent0" StaticMesh=StaticMesh'/Game/Objects/Manmade/Buildings/PrisonTower/Floor_001/Floor1_SmallBlock_NW_01.Floor1_SmallBlock_NW_01' RelativeLocation=(X=-7040.93,Y=-10122.3,Z=300.052) RelativeRotation=(Pitch=0.0,Yaw=0.0,Roll=0.0) RelativeScale3D=(X=1.0,Y=1.0,Z=1.0) End Object StaticMeshComponent=StaticMeshComponent0 RootComponent=StaticMeshComponent0 ActorLabel="Floor1_SmallBlock_NW_01" FolderPath="Meshes/" End Actor End Level Begin Surface End Surface End Map
The next thing that i’m trying to do is to find already created actors in a UE scene and correct their transformations the same as i have in 3dsmax scene using the Exec console commands.
Is it possible? May be there is a different way to pass transforms on already existing objects in UE from 3dsmax?
Thank you a lot for your time and your help!