RuntimeMeshImportExport - Import and Export runtime created static meshes using Assimp library

The functions tell you whats needed, and the example screenshots is everything you need. Also there is the example project and that is the best documentation that you can get.
Written text documentation is the worst you can get as it does not stick to the code and is error prone as ****.

What the plugin does is obvious: Its importing/exporting mesh data from/to files.
If you need to know how meshes work and how to transfom them, this is general knowledge not specific to the plugin, that ist available broadly.
Your biggest mistake is to not check the result of the operation that gives clear information about whats wrong.

I disagree, even though I can see where you are coming from.

Everything can seem obvious once you know what everything does, but clearly that’s not the case the first time you start playing with the plugin. This is just a recommendation from me, one of your users, but it would have definitely helped me (and for sure other users) to have a small video tutorial or some sort of documentation that we could access before trying to use the plugin.

Having said that, please don’t tell anyone that “the functions tell you what is needed, and the example screenshots are everything you need”. Don’t treat people like idiots, especially when you don’t know much about them.

I’m helping you as much as I can, but I can’t help you if you don’t tell me whats missing. If I would create a video to show how to export, I would create the code shown in the screenshots. So the screenshots are better cause they directly show everything thats needed.

@ **Rumbleball**嗨,如何将程序网格组件转换为静态网格?(运行时)

english or private message for german

Does that mean that the given files (.3ds and .dae) for which you’ve shown the errors won’t import? If so, is there anything I can try to make it import?

The errors are from assimp. Either you get the files to statisfy Assimp or modify Assimp to read the files.
You can also convert the files to FBX or GLTF as these are the most used formats.

@ **Rumbleball**Sorry, My question is How to convert ProceduralMesh component to StaticMesh ? (runtime)

@ **Rumbleball,**Check ‘Create Collision’, after compiling, the model import function can no longer be used20200508112833.png

The plugin does not provide that functionality. If you want to try code it yourself, look into the FBX import pipeline. I also don’t know if that will work in shipping builds.

which import function you are talking about? ImportScene node? That sounds very strange. The function is not part of the plugin and checking a boolean on a not related function should not prevent the import. The mesh creation might fail though, regarding Procedural Mesh Component.

If the mesh verticies are to close together, collisions can’t be cooked. Check your mesh. Try a simple cube as reference.

What are the issues that come up on you side?

Could you please make a tutorial about “how to import meshes with materials applied to them into the scene” using your RuntimeImportExport plugin?

I mean I have read the documentation you have provided but it’s so unclear to me that unfortunately I wasn’t able to import my mesh with its material into the scene using your plugin.

I have a mesh that I’ve created inside 3Ds max and I applied a simple material to my mesh and I exported the mesh as a fbx format. When I import my mesh into the scene using your plugin, mesh gets imported just fine but no material applied to it even tho when I use the UE4’s default fbx importer, my mesh gets imported with its material applied to it.

I saw many people have asked the same question about importing a mesh with material applied to it but no tutorial about this subject is provided. Step by step tutorial or/and very clear explanation would be highly appreciated.

Hello, with 4.25, when packaging for Win64 it is failing with some unresolved externals:
Module.RuntimeMeshImportExport.cpp.obj : error LNK2001: unresolved external symbol __CxxFrameHandler4
UATHelper: Packaging (Windows (64-bit)): Module.RuntimeMeshImportExport.gen.cpp.obj : error LNK2001: unresolved external symbol __CxxFrameHandler4
UATHelper: Packaging (Windows (64-bit)): Module.RuntimeMeshImportExport.cpp.obj : error LNK2001: unresolved external symbol __GSHandlerCheck_EH4
UATHelper: Packaging (Windows (64-bit)): Module.RuntimeMeshImportExport.gen.cpp.obj : error LNK2001: unresolved external symbol __GSHandlerCheck_EH4
UATHelper: Packaging (Windows (64-bit)): : fatal error LNK1120: 2 unresolved externals

I don’t know how to make it any more clear then that.

I also added a step instruction to #2](https://forums.unrealengine.com/unreal-engine/marketplace/1653161-runtimemeshimportexport-import-and-export-runtime-created-static-meshes-using-assimp-library?p=1654091#post1654091)

I have no trouble packaging the plugin for 4.25. Did you do any modifications?

Hi, thanks for the quick response. No modification, launcher version of 4.25 and used the install to engine option from marketplace so plugins are engine level not project. I will try a clean project and see if I can package. Thanks.

ok, got the same issue when using the marketplace version sight. Trying thing…

Edit: For now you can
-place the plugin in the project
-remove the binaries/intermediate folder from the plugin
-start the project to compile the plugin
that worked for me. In the meantime I contact the marketplace support.

Hi!

I’ve been having trouble with enabling physics and collisions at the same time on an imported object. Is this even possible with a procedural mesh? I guess this question is more about procedural meshes than this plugin but the problem seems to be closely related. I wonder if the solution is switching from the ProceduralMeshComponent to the RuntimeMeshComponent if I want that functionality.

Hi,How to export multiple static meshes together?I integrate and export multiple static meshes. After exporting, I cannot open them(FBX format) in 3dsmax.

As long as you add every static mesh as an additional entry into your “Temp Data” array, it should work. Can you show more of your code?

The plugin only gives the data to Assimp. If Assimp does not write the file in the way 3dsmax expects it (or 3dsmax can read the file written from assimp, how ever you want to put it), I can’t help there. I tried it with Blender and it worked.