I haven't used the Unreal Engine in a while.
From what I remember, you can't export out multiple static meshes from one 3ds Max file?
Is that still true?
Let's say I'm making a modular dungeon kit.
I want to keep all the kit pieces in one 3ds max file.
Do I have to make a seperate 3ds max files for each piece and export?
Do I have to make sure all the pieces are on 0,0,0 before I export them?
Replies
Edit: Found something
https://www.youtube.com/watch?v=_KpeMbOiccA
for Maya
https://forums.unrealengine.com/showthread.php?22515-m2u-interactive-sync-script-for-Maya-gt-UE4
for MAX, the author is trying to make his script compatible with the Maya one.
https://forums.unrealengine.com/showthread.php?22023-UE4-Automatic-Level-Builder-Construction-and-Pipeline-Scripts
All you need to do is un-tick 'Combine meshes' when you import the FBX into Unreal, and make sure you name everything in Max so they are ready to go once you import them (leave the name box empty and untick 'override full name')
And yes, where the pivot will be for each asset is 0,0,0 in Max