Noticeable changes around FBX import through Interchange Framework.
https://dev.epicgames.com/community/learning/knowledge-base/KPql/unreal-engine-interchange-fbx-options
Hey bro, when I want to replicate the behavior of something like the interchange glTF importer pipeline, such as automatically creating material instances and auto-binding textures, how should I go about it? Alternatively, is there a way to customize a glTF pipeline where instead of using default materials, I can use fully custom ones
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In FBX you can turn on “Import as material instances” for “Material Import”
UE will use the Lambert or Phong Surface Material defined in All/EngineData/Plugins/InterchangeAssets/Materials. UE will fill textures based on material parameter names.
You could make a custom material using the appropriate input parameters and use that one on import dialog, or programmatically force UE to use that with a custom pipeline. -
a) You can duplicate some of the premade Master Material and related material instance to make them do what you want. And change in the project settings which Material Instance UE should use per type of material.
b) Else for finer control you might have to use some custom pipeline and customization
Here is where you can specify custom material instance to be used when importing glTF.
@UE_FlavienP Thank you bro.I will try