Features:
- Asynchronously import FBX files during runtime, ensuring the main thread is not blocked during the Import.
- Automatically import relevant textures (Diffuse, Normal, Specular, Opacity) alongside the mesh, which can be further applied to the generated Procedural Mesh Components. Each component is uniquely assigned to a material index and serves as a child to a specific node, as per the source file’s instructions.
- Enable custom collisions on the generated mesh component using the ‘UCX_’ prefix sourced from the original file.
- Provide built-in support for designing a customizable material property layout for every Mesh Component.
- Represent each imported FBX scene as a custom actor, housing all the Procedural Mesh Components derived from the nodes in the source file. This way, each FBX scene can host its own set of custom logic, empowering users to utilize this plugin in various scenarios. This ranges from importing larger scenes to interacting with smaller props like weapons, barrels, etc.
- Integrate DataAssets for Custom Texture Path Mapping, allowing users to map custom path references and naming patterns for their mesh textures.
- Visualize the imported FBX nodes in a TreeView Hierarchy format, providing a clear structural overview.
Code Modules: Moduel Name – RuntimeFBXImport, Type – Runtime
Number of Blueprints: 12
Number of C++ Classes: 9
Network Replicated: No
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows
特征:
- 在运行时异步导入FBX文件,确保导入过程中主线程不被阻塞。
- 在网格体旁边自动导入相关纹理(漫反射、法线、镜面、不透明度),可进一步应用于生成的程序化网格体组件。 根据源文件的说明,每个组件都被唯一地分配给一个材质索引,并作为一个特定节点的子节点。
- 使用源自原始文件的”UCX_”前缀对生成的网格组件启用自定义碰撞。
- 为每个网格组件设计可自定义的材质属性布局提供内置支持。
- 将每个导入的FBX场景表示为自定义actor,包含从源文件中的节点派生的所有过程网格组件。 这样,每个FBX场景都可以托管自己的一组自定义逻辑,使用户能够在各种场景中使用此插件。 这包括导入较大的场景到与较小的道具(如武器,桶等)进行交互。
- 集成用于自定义纹理路径映射的DataAssets,允许用户为其网格纹理映射自定义路径引用和命名模式。
- 以TreeView层次结构格式可视化导入的FBX节点,提供清晰的结构概述。
代码模块:Moduel名称-RuntimeFBXImport,类型-运行时
蓝图数目: 12
C++类数: 9
网络复制:没有
支持的开发平台:窗户
支持的目标构建平台:窗户
With this plugin, you can import FBX files along with all the textures ( diffuse, opacity, normal , specular) and color values. Highly detailed FBX scenes can be loaded very fast, and grouping of a single file into Nodes and Material sections further allows you to generate an entire scene comprising of various interactive actors, from a single FBX file.
You will also be able to select and modify Material properties of the individual sections of final geometry in runtime. Each FBX scene is converted into a group of Procedural Mesh Components, each having unique material section and is a child of specific node, as read from the source FBX file. Custom collision meshes with UCX_ prefix can be created in the source file to apply collisions to the final Procedural Mesh Components.
This plugin is very flexible and optimized to ensure maximum usability, allowing you to import from smaller props to an entire scene, dynamically. Asynchronous Import allows you to execute other tasks while the FBX is being imported.
使用此插件,您可以导入FBX文件以及所有纹理(漫反射,不透明度,法线,镜面)和颜色值。 高度详细的FBX场景可以非常快地加载,并且将单个文件分组到节点和材质部分进一步允许您从单个FBX文件生成由各种交互式actor组成的整个场景。
您还可以在运行时选择和修改最终几何体各个部分的材料属性。 每个FBX场景都转换为一组过程化网格组件,每个组件都具有唯一的材质部分,并且是从源FBX文件读取的特定节点的子节点。 可以在源文件中创建带有UCX_前缀的自定义碰撞网格体,以将碰撞应用于最终的过程网格体组件。
这个插件是非常灵活和优化,以确保最大的可用性,允许您从较小的道具导入到整个场景,动态。 异步导入允许您在导入FBX时执行其他任务。
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