Best method to edit .fbx obtained from plugin

laylayover
Tue, 09 May 2023 04:04:50 +0000
Asset Creation

Hello
I’m looking to edit a supposed FBX file obtained from a massive architectural plugin and I’m wondering what the best method would be

Goal:
I want to remove some generic buildings to replace with high fidelity ones

Situation & Issue:
So I got a set of models with a landscape, generic buildings, trees etc.
I want to edit a buildings file that has a bunch of generic buildings as seen below. This file has all generic buildings already so I’m not able to select an individual building to edit/remove

When I look for the file in my directory, it is a .uasset file. So the issue now is I don’t know how to edit this .uasset “FBX” file as an FBX so I can edit and remove some of the buildings

Inside UE, I noticed that the source file is at a different location and is an FBX…so that’s strange

So to reiterate the question, how do I edit this SM_Buildings_01.uasset as an FBX?

Ideally
-I want to edit within UE so that I don’t have to export and reimport every time I want to make new edits
-OR edit this .uasset directly within 3ds Max or Blender so I don’t have to export and reimport every time I want to make new edits (meaning changes made to the .uasset is directly viewable in UE without export/reimport)
-OR last resort is to export to 3ds Max then reimport (which I kinda know how to do via selecting SM_Buildings_01.uasset>File>Export Selected then edit within 3ds Max then reimport.) I haven’t actually tried this yet but I think this method wouldn’t be much of an issue but it would be troublesome and might have issues reimporting i.e. translation, rotation and scale may be off based on previous experience doing something similar

Tools I’m familiar with: 3ds Max
Any help or advice on best practice for this would be great, thanks!!

3 posts - 2 participants