1xu7
(1xu7)
December 9, 2021, 8:06pm
1
Hello!..
I’m trying to assign a mesh (concretely /Content/Models/myModel.fbx) to my UStaticMeshComponent…
I have used :
static ConstructorHelpers::FObjectFinder _myModel_asset(TEXT(“StaticMesh’/Content/Models/myModel.fbx’”));
but when i launch my application it says that mesh does not exists.
i changed the extension from .fbx to .uasset but still the same message… and I only have those two files (fbx and uasset)
What do im doing wrong?
Thanks.
jonny2027
(Jonathan Ogle-Barringon)
December 10, 2021, 8:05pm
2
I don’t think you need the content part of the path to the asset and if you imported it into unreal it won’t be classed as a fbx it will be uasset so remove the .fbx
1 Like
eblade
(eblade)
December 10, 2021, 9:58pm
3
The FBX should live elsewhere, and needs to be imported to the engine.
1 Like
1xu7
(1xu7)
December 11, 2021, 5:13pm
4
thanks i will give a try.