Hi NegInfinity, thanks for this great tool! I have a question: When ue4 import all the assets, the type is Actor in WorldOutliner. When I try to convert Actor to Static Mesh, the rotation of transform since change(-90 on Y Axis). I think is the problem the left/right hand in between Unity and UE4.
Now I spent some time, to get myself into setting up Project Exodus and working with it.
I do use Project Exodus files from github, listed above.
I do use Unity 2018.3.14f1, Unreal Engine 4.26.2 and VisualStudio 2019.
It works great.
When I did the Export from Unity (P_EX_V8_Test01_01) and the Import at Unreal (P_EX_V8_Test01_02), I recognized, that when I do mirgrate the Unreal Contend, the Materials stay grey at the destination Project without the Project Exodus Plugin activated (P_EX_V8_Test01_06 and P_EX_V8_Test01_07).
No matter, if the destination Project is C++ or blueprint.
For better understanding, I attached screens.
How do I mirgrate the Unreal Contend to a Project, that does not use the Exodus Plugin?
Is there a way, to mirgrate a version of the materials, that do work without the Plugin?
Is there some kind of transformation?
The only way I got it working for now is to redo the whole materials.
After creating the plugin folder and putting the ‘ExodusImport’ file, open it with generate visual studio project files.
‘this project does not have any source code. you need to add C++ source files to the project from the Editor before you can generate project files.’ A warning window pops up.
open your “unity_unreal” project directly and see if UE manage to build the plugin
if not you have to make your “unity_unreal” project a C++/source project. For that you could just go and add an empty C++ class to your project, such as a blueprint function library.
Then UE will generate a visual solution for your source file and pick-up code needing to be build in the plugins too.