Realtime import/export Questions and Support

Hm, okay. Then there are only problems if you change the export settings. Important to know.

That’s right. What I’m trying to know is why we should choose the Y up option in Max when its up vector is Z.

Same thing for Blender - why do we need to use the default’s there (forward= -Z, up= +Y) for the exports to work correctly when the forward vector is -Y and its up vector is +Z (as far as I know).

I can only think of one reason and that is why we are here. Compatibility with other software.

Possibly! I find it very confusing, I would have thought that we’d need to specify the axes used by the software that created the files when exporting an fbx file, but apparently that might not be the case.

Hi, Socke81

Why does a single parameter - specular output two different textures ( SpecularColor, ShininessExponent ) that are connected to different parameters in the standard material in 3ds Max?

Can you please take a look at the .log file for the error message. Should be in the Saved directory and paste the whole area with the error here?

I don’t understand the other part. The plugin returns what is in the file. It could be that there is a bug but outputting more textures than are in the file doesn’t sound like a bug. Describe it in more detail.

i can’t find "creat new procedural mesh " and “destroy all aprocedural mesh components” nodes in ue 5.1

These are blueprint functions in the demo project. Double-click on them in the demo project. You don’t have to build it as complex as in the demo. Basically, it’s about creating an actor and inserting a procedural mesh component there. The component then has functions such as “Create Mesh Section”.

As there is now an official link between comments and products in Fab, please do not post anything here. The new thread is here:

Virtualbird UG - Real Time Import/Export Plugin - Distribution / Product Discussion - Epic Developer Community Forums

Hi~how to use complex collision?

The “Create Mesh Section” function of epics Procedural Meshes has the “Create Collision” function. Please use the new thread and not this one.

This plugin is very useful, but my project has high requirements for surface reflection. Can I ask if it is possible to add the setting of using high precision tangent basics when importing。Using this feature is necessary for my projectUploading: image.jpg…

Sorry for the late reply. Browser notifications are very unreliable. I recommend sending me an email if I don’t reply within 24 hours.

By “high precision tangent,” do you mean using double instead of float? I haven’t implemented that. I could probably add it, but the thing is that Unreal works with floats internally anyway. Or how do you want to use the data?