I am trying to export an entire level from UE5 to Blender as gltf, it does wonders in retaining the textures, and the positions of the meshes when changing softwares, my only problem with this method is that it does not properly export the instanced foliage actors, only one copy of every unique foliage mesh is being exported in the gltf file, with its position being set in the world centre. When exporting in fbx every mesh is being exported correctly, but I’m not getting their textures. Is there any workaround for this?
Is there any way through which I can export in gltf with only the unique foliage meshes, and then rescatter them in Blender with their original positions in UE5?
Bump. Also need an answer to this.
I thought exporting foliage as glTF would be a feature in the 5.4, but it seems it is not. I found a workaround, even if I am not sure about the quality you’ll get. Need to try.
Anyway, select your actor foliage once you set up some foliage on your map, then go to the tab “Actor” in the upper pannel on UE, then “Merge Actor”. That should create a static mesh from your foliage. Place your new SM_Foliage on the map, try to make it fit the position of your actor foliage. Then delete your actorFoliage. And then you should be able to export all your scene and get it in Blender.