All Unreal Engine 4

Unreal Foliage Import/Export

Next Engine New Features: Import & export Foliage Information

 
 

Export operations

  1. Select the sub-level of the Foliage that the target wants to export

  2. Come to the button operator

  3. Click On Export Foliage, apop-up dialog box to select the location of the storage file, click OK

 
 

 
 

 
 

The exported data formatis shown in the following image, /Game/Development/DataAsset/Environment/Foliage/Mesh/SM_pine_c_FoliageType.SM_pine_c_FoliageType describes which FoliageType, and then each line below this Type age indicates which transform location this FoliageType type will exist. Until you encounter the next FoliageType or no data.

 
 

 
 

 
 

 
 

Import operations

  1. Make sure there is foliageInstances.txt file in the project root
  2. Come to the operator panel

  3. Click on the Import Foliage pop-up dialog box and select the file click OK

 
 

The above problem, if it is a foliage generated by houdini, the corresponding foliagetype can not be found in other projects, so it is not easy to export with import.

Improvement: Use the mode of importing and exporting staticmesh

 
 

Realize:

 
 

At the time of output, the reference path of the mesh is output directly, noting that the object on this side is UFoliageType_InstancedStaticMesh a child of this UFoliageType because the parent class does not contain mesh information.

 
 

 
 

Enter to determine if there is a Direct For Mesh FoliageType, and if not, create one directly.

 
 

If have Foliageinfo, handling transform info one by one.