No, we don’t have any real connection between the GDTF import process and creating blueprint fixtures in Unreal. The BP fixtures are somewhat agnostic at this point and do not have attributes that relate to imported GDTF attributes. This is something that may happen in the future, but it’s a huge undertaking. In the meantime, you can copy an existing BP, replace meshes, turn on and off components to get what you want, but it’s a manual process.
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