You can use this thread to ask questions about the plugin or to report bugs.
Hi Socke!
Brais here premiering the new thread for this awesome plugin.
Iāve noticed that gltf and glb files were added as new import options. However, I havenāt been able to import them using the plugin, as I keep on getting errors. The error code I get is this one:
LogTemp: Error: RealTimeImportPlugin: Less than 3 vertices found in file. Cancel: G:/Shared drives/AccuCities_Team_Drive/Useful_Docs/App/PlanCity World/Tool development/Import tool/SampleModels/Dinosaur.glb
And this is the file I was trying to import: Unique Download Link | WeTransfer
Using the latest version of the plugin in Unreal Engine 5.3.2
Do you mean in the demo project? The demo project is older than the plugin and the new formats have not yet been added there. You usually get the error message if the parameter āFile Typeā does not match the file. So if you have selected FBX there and you load an OBJ file then nothing is found and you get this error message. I will update the demo.
Hi again!
It wasnāt in the Demo project, it was in a project of my own. But Iāve now discovered the issue - I wasnāt setting the File Type correctly. I was reading the extension of the file in order to determine which file type enum should be used, and discovered that making a simple translation from the extension to the enum wasnāt working, possibly because of a mismatch in the file extension and the name of the enum.
I think there is maybe a typo on the enums the plugin uses: the .glb format is listed as GBL, with the B before the L.
Ah, youāre right. I got the letters wrong. Thanks for pointing that out. Will be corrected in the next update.
Does he imported mesh has collision? In my project i need it to have complex collision enabled and to detect this mesh with a line trace.
Yes, collision is available. The plugin reads the data and sorts it so that it can be used with the procedural mesh component. The PMC is from Epic not from me and it supports collisions. You can also test the PCM before you buy my plugin.
What changes in version 3.63?
Some code restructuring due to license stuff. No impact on functionality, therefore no changelog.
Hello, I am trying to package my game for Android (Quest 3) and I keep getting these errors. I am only using the CreateSoundWaveFromFile node, nothing else.
Secondly, I noticed that some .wav files donāt play. Is there a certain type of .wav file that needs to be inputted into your plugin to play properly?
Can you create a build of the demo project?
Wav file must be 16bit.
Hi, is it possible to add an option to convert meshes to nanites when importing models?
You mean Nanite? As far as I know, Unreal canāt do that in real time, only in the editor.
Yes
Is it possible to check?
My plugin does not create the meshes. Epicās Procedural Mesh Component does that. My plugin reads the data from various mesh files and processes them so that Epicās plugin (or other plugins) can create a mesh from them. So you can try it yourself by inserting a Procedural Mesh Component into an Actor and see what possibilities it offers.
What do you mean?
Click on Add in an Actor and insert Procedural Mesh. I recommend gaining some experience with Unreal before buying my plugins. Itās much easier then.
Hello!
Iām interested in saving a render target with my save game data. It looks like you have a Blueprint node for converting a render target to bytes. Is there also a node for converting the bytes back to a render target?
Alternatively, is it possible with this plugin to export a render target to a PNG so it can be loaded and painted to the render target at runtime?
It is Render Target to Byte Array. There is also a function with which you can then save the array as an image, i.e. PNG, JPEG and BMP. I recommend PNG.
The other way around is image to texture (Texture2D object reference). I think you can then draw the texture back into the render target.
Hello, I am new to UE, and I am developing my project on Windows with this plugin, and everything work well. But when I try to package the project for Linux by cross compiling (Since Linux is one of Supported Target Platforms it said) , there is an error like
āUATHelper: ęå (Linux): Missing precompiled manifest for āRealTimeImportā, āC:\Program Files\Epic Games\UE_5.3\Engine\Plugins\Marketplace\RealTimeImport_5.3\Intermediate\Build\Linux\UnrealGame\Shipping\RealTimeImport\RealTimeImport.precompiledā. This module was most likely not flagged for being included in a precompiled build - set āPrecompileForTargets = PrecompileTargetsType.Any;ā in RealTimeImport.build.cs to override. If part of a plugin, also check if its āTypeā is correct.ā
What can I do?