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    Originally posted by goodchild31 View Post
    Hi, I need to read PDF files in UE4.
    A data of assets contain the path to the PDF file and I need to watch it in the viewport.
    Maybe it's already possible but it seems no.
    Is it possible now and how?
    Thks.
    I'd love to be able to load PDF data in too. I guess you'd need a PDF reader that could generate bitmap data for a texture at runtime. It's definitely possible to load in a folder of JPGs etc and use those dynamically. I wrote some C# functionality for that a while back using USharp to run the code in UE4. Adding the PDF conversion too would be a cool idea.
    David Gillespie
    Associate
    Foster + Partners

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      Are there plans to improve the Python API reference, to match the more recent features of the Dataprep asset? Would be nice to have those in relative feature parity. As far as I can tell the more recent features of Dataprep aren't covered by the API: https://docs.unrealengine.com/en-US/...s&area=default.

      Also speaking of the Dataprep asset, attempting to view Metadata to filter assets is nearly impossible through the Dataprep window—UI needs some adjustment.
      Click image for larger version  Name:	Annotation-20200114-163436.png Views:	0 Size:	40.7 KB ID:	1708590
      Last edited by pp_rfrost; 01-14-2020, 01:11 PM.
      Richard Frost

      Head of VR & AR
      Pilbrow & Partners

      Comment


        Dataprep Commit seems to add everything back into the current level, which is annoying if you've made changes. Datasmith has an option to not respawn deleted actors, but Dataprep doesn't seem to have this?

        Also, the result from the Dataprep Commit does not have the white balls on empty actors that the result from a straight Datasmith import has (which is preferrable actually, so I'd rather hope that when you drag a Datasmith scene into a level in the future the white balls will be hidden for it as well).

        Comment


          Originally posted by roberteker View Post
          Dataprep Commit seems to add everything back into the current level, which is annoying if you've made changes. Datasmith has an option to not respawn deleted actors, but Dataprep doesn't seem to have this?

          Also, the result from the Dataprep Commit does not have the white balls on empty actors that the result from a straight Datasmith import has (which is preferrable actually, so I'd rather hope that when you drag a Datasmith scene into a level in the future the white balls will be hidden for it as well).
          Once a Dataprep Commit has been made, I believe the intended workflow is to then update the scene through the Datasmith Asset Dataprep > Update Datasmith Scene(s). From my experience, this then works as expected.
          Richard Frost

          Head of VR & AR
          Pilbrow & Partners

          Comment


            I have recently been working with some very large Revit files. My workflow has been to break the model into 20 sectioned views in Revit and export them individually to Datasmith files. I have then created an editor utility that imports each view to a new streaming level. These can then be streamed in and out at runtime in UE4.

            Unfortunately, each separate Datasmith file creates its own Geometry, Materials and Textures folder. This means that even though assets are actually shared between views, each brings its own copies.

            It would be great to have a feature to allow multiple Datasmith files to share the same asset folders in unreal. On Datasmith import it could skip creating any duplicate assets and use the existing ones from the folder. This would both increase performance and make further data prep much easier.

            As a bonus, it would be amazing if the Revit exporter could export multiple Revit views at once (perhaps a gui to select which views to export?)

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