Bonjour,
In our project, we import some Datasmith Object.
We want to spawn them in the level with blueprint.
It seems, we must use Datasmith specific node but don’t understand how.
With the node Spawnactor, we can indicate “Datasmith Scene Actor” as class.
But how to tell wich datasmith asset associate to this new actor ?
I haven’t success to access to his component “Datasmith”.
Thanks,
Philippe
I think i have a solution for you but you would need to try an experimental feature .
If you are in the middle of a production , i would recommend you don’t try this.
If you’re not, here’s what i would do:
First you would need to go in the editor preference
Search for Utility (this will ask you to restart the editor )
May I ask you for a bit of information on what is the objective of spawning the datasmith actor.
Is it to automate some manual workload in the editor or is it to be able to spawn an actor that contains the result of a datasmith during a play session?
My suggestion will vary a lot depending on your answer to that.
We have a building (Import Revit with Datasmith)
We have many doors (special ones) coming from max with Datasmith
(FBX is not adapt in our case)
(first) Objective : replace doors in building with the good one from our assets
We need to make it automaticaly on launch of the project because, we have a database of doors who can change
My suggestion defers a bit from the one David suggested, but his suggestion is also valid.
The datasmith scene actor isn’t the way to go currently. It’s mostly used as an internal mechanism for datasmith. During a reimport, this actor is used by datasmith to found which actors are related to the scene. The code that creates the actors under the datasmith scene actor is currently very bound to the editor and this is why it’s not currently exposed to the blueprints.
That being said, there are many ways to work around that and achieve your objective. Such as this one.
You could use the blueprint system to create some “prefabs” assets out of your datasmith imports.
Hello,
is there a way to use my DatasmithSceneActor in a blueprint together with it’s animations? I have a gun model imported as a DatasmithSceneActor and I would like add the gun to my first person character blueprint and be able to trigger the gun’s animations.
Thanks in advance.
Hi, trying this atm. Can get through it all but I don’t have that button in the last step? I know this was posted a while ago, any help with that. It also seems that blutility has changed since then too.