I don’t think cross compilation works with external plugins. Install Ubuntu on a USB hard disk or similar and compile it there. You may also need a script to compile the plugin there. I can then find you mine. But it is not always necessary. If you have no experience with Linux, be prepared that it may take a few hours until everything works. Linux is “special”.
Thank you! So this plugin is supported to run under Linux (Ubuntu 20.04 to be exact), right? But I need to compile the plugin separately in Linux, and I can’t simply cross compile the whole project.
I might need to spend a little more time on this “special” system.
Hi, could you please add the ability to import these FBX files?
There’s no geometry inside, but there are dummy object and standard light sources with their own values.
If there is no geometry in it, I don’t know what should be imported. The light?
Yes, import the lights and their properties )
It would be great to be able to import more than just geometry.
Thank you. )
I see. The only problem is that the more data I read and process, the longer the import takes. Are we talking about your own fbx files? The plugin already reads objects without geometry. However, these objects must have a transform. I called it “group.” According to AI, these things are called “Empties/Parents” in Blender. You could subordinate your lights there and try to keep them apart using the names. But leave your test file online. I’ll take a look at it over the weekend.
I didn’t quite understand what was needed. I don’t have a blender, but I already uploaded the test FBX file above as an example.
Were you able to see what could be done if such files exist?
I took a look at it. Basically, the plugin reads the lights and outputs them as a model of type “group.” But I think you’re interested in these values here, right?
Yes, that’s right. Properties, coordinates, name, object type ![]()
Did you manage to do something?
Hi Socke
I Have a problem with importing glb files. I don’t get any errors but the model doesn’t appear in the level along with the actor either.
Nah, I’m not doing anything except answering emails over the holidays. I’ll start coding again next week.
With glb files, it is often the case that the models are very small. Enter a higher value for “scale” and try again.
I’ve implemented it now. But Epic can’t release any updates at the moment because their build system is broken. I think it only affects plugins that support Macs. Once it’s working again, I’ll upload the update.
Thank you very much! )
Does compiling work on your system? You can test that first. Copy the current plugin version into your project in the “Plugins” directory. Uninstall the plugin via the launcher. Delete the binaries directory in the plugin and start the editor. If compiling works, send me an email with your order ID and I’ll send you a link with the new source code.
Where can I view the order ID?
The usual geometry doesn’t load now (
There may be an error somewhere in the code, can you take a look?
Oh, the part of the code that puts the meshes into the model structure has somehow disappeared. I’ve reinserted it and sent you the cpp file by email.
I usually respond to emails within a few hours. In the forum, it can take days or weeks.

