I've created
this model and want to import it in UE4, for a construction simulation experiment.
Downloading in gltf format appear the humble Creator is perfectly able to import it and maintain the components
Using UE4 built in experimental importer does create this result
Using the
Gltf 4 UE4 importer I achieved this result
BUT the scene is unique so I can't edit the single elements, I need to resize it 1/100, the shapes appear to be "inflated", there is a warning during the lighting compilation
"Warning: No importance volume found, so the scene bounding box was used. You can optimize your scene's quality and lighting build times by adding importance volumes." I suppose for his excessive size, and the colors are seen only in setting the asset as Movable mesh.
I did't have a clue what to do, tried also to create a 3ds and from this a fbx but the import result in about 5000 different items I need to manually reposition.
Replies
https://answers.unrealengine.com/questions/178414/difference-between-instanced-static-mesh-component.html
https://www.youtube.com/watch?v=oMIbV2rQO4k
https://www.youtube.com/watch?v=aFwvZ-skzCU
By editing I mean the possibility to achieve this https://youtu.be/g_3qLUHlTTs
so being able to individually change materials, change position etc
So I'm not sure if static meshes help me in this goal.
Gltf appear to have the problem being a scene and current UE4 importer didn't support that, need I to change the scene in something else?