@Dustinbrown, That is 100% true that is why I am also trying to find it, I have been archiving all my pieces in folder structures no more messy folders or desktops :) .
Almost there: 1)How to export .fbx to the specific folder? (I don't want to export it to the max file's folder) 2)FBX should take name from object, not the file.
Stickies and colored folders... I do miss them so. It was such a big help in staying organized. Anyone know of any windows based apps that allow stickies and folder colors?
Just checking: you edited the right file right?, the one that is in your documents game folder, not the one in the game folder itself. Otherwise there might possibly be some hard limit.
Trying out Koola's ue4 technique. https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting In the BaseLightmass.ini, it says: Documentation for all of these is in UnrealLightmass/Public/SceneExport.h Does anyone know where that is?I tried looking for it online or in the ue4 folder in the programs folder.
yepp, although you need to change the folder structure very slightly as they put a copyright symbol into the folder name which needs to be replaced with a "(R)". The sandbox doesnt like copyright symbols in filenames.
You shouldn't ever need to do this. I'd make sure that there is a package with that name in the content folder. Look for the UPK in explorer to double check. Your packages must be saved in the content folder or a subdirectory of it.
I also have the same problem with photoshop cc. All the files are in the right place in the photoshop folder. I do have a custom photoshop folder that is in my C: root, if that makes a difference.
plug-in directory is in Maya\bin\plugin or something similar, or you can create a plugin folder under Maya's user settings in your My Documents folder. http://udn.epicgames.com/Two/ActorXMayaTutorial.html