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FBX import/update similar to Unity, why not in Unreal?

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    FBX import/update similar to Unity, why not in Unreal?

    I have a question in regards to the Unreal's FBX import/update functionality. We are testing both Unreal and Unity for FBX import/update and Unity wins in that department HUGE. Unity allows us to simply drop FBX files in a specific folder and they are refreshed/reloaded automatically in the viewport. Unreal unfortunately does NOT allow for something like that, even through DataSmith. This is a very easy way to update automotive data at each part re-release point. Any chance Epic can take a look at this workflow? It's logical and easy. I can't imagine nobody else asked for this.

    #2
    I think a number of people are using the built-in tools in their DCC instead, such as "Send to Unreal" in Maya.

    If you use source control, and check in a new FBX file, you should also check in the new built file, so that other people who get a new version, also get the new built version and don't need to separately import it.

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      #3
      I'm going to record how this functions in Unity so it's easier to understand.

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        #4
        You can reload multiple fbx assets at a time from their respective files in the content browser via Asset Actions or simply Reimport - it's not automatic, afaik. I can imagine how a manual reload would be a no-go with 100s of folders :|

        I think this is (used to) to be done for csv. As soon as the source file updates, you get an editor prompt.

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          #5
          I'll try this workflow and come back with feedback. Yes in automotive viz it becomes a nuisance, because there are hundreds of FBX parts that get updated weekly. We do all of our data prep in Maya and export FBXs. Wish there was a direct export similar to the one from Max to Unreal. Thank you for your help!!!

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