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Send to Unreal - Option to Automatically join mesh hierarchy #70

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rocifier opened this issue Aug 29, 2020 · 4 comments
Closed

Send to Unreal - Option to Automatically join mesh hierarchy #70

rocifier opened this issue Aug 29, 2020 · 4 comments
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feature New feature or request

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@rocifier
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rocifier commented Aug 29, 2020

All mesh objects are exported to unreal independently regardless of their parent/child relationship. Ideally if objects are parented to a mesh inside the Mesh collection, then only the parent would be exported and the children would be nested under the parent mesh (I believe FBX supports parent/child meshes).

Current behaviour:
image
image

Desired behaviour (single static mesh):
image

@james-baber james-baber added the feature New feature or request label Aug 31, 2020
@james-baber james-baber changed the title [Feature] Send to Unreal - Bake parent / child relationships [Feature] Send to Unreal - Option to Automatically join mesh hierarchy Aug 31, 2020
@james-baber
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@rocifier I have had a few other people mention this. I think we could add this as an option. 'Join Mesh Hierarchy ' that could be turned on under the 'Export' panel

@rocifier
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I think there are a few scenarios people will be interested in:

  1. The above case, where they just want a single static mesh
  2. Preserving the parent/child relationship via SceneComponent hierarchy. Currently File -> Import into Level (in Unreal) handles this.
  3. Ignoring the hierarchy and having every mesh exported separately

@james-baber james-baber changed the title [Feature] Send to Unreal - Option to Automatically join mesh hierarchy Send to Unreal - Option to Automatically join mesh hierarchy Sep 16, 2020
@TylerMcGinn
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This can be done by a regular export .fbx when using export option "Selected Objects" and when importing with the unreal import dialog setting "Combine meshes" enabled.

@james-baber
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This has been added. You can try it out in the latest release.
https://github.com/EpicGames/BlenderTools/releases/tag/20201218214910

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