Can you import an FBX of multiple objects as a prefab?
Is there a way in UE 4 to import FBX file (exported from 3ds max) in a such way that a whole scene set up in this file is placed into editor and each object is separate instead of being merged into one on import. I mean that each mesh that is set up in FBX will be separate object and their position, orientation, pivot, animations will be kept intact.
Currently I found only two options: 1. Each object is separate but must be placed into scene (level) manually and positioned here. 2. All objects in FBX are merged into one when "Combine meshes" is set to true on import but this merge really sticks all meshes together into one big static mesh. Not very useful.
if the question's still valid, this is how I do it with 3ds max:
set pivot points for every object to be at 0, 0, 0. when importing to UE4 import it as separate objects (do not merge). in object browser (where it shows imported models) select everything and drag - drop into editor. on the right hand tool bar there's supposed to be object coordinates. set them to 0, 0, 0, and everything should be placed as in 3ds and aligned together.
this way I never had to manually align anything. only downside is that your pivot points aren't aligned with objects, and later manipulation in UE4 (if needed) can be awkward. but if you set everything up in max (or maya, or blender, or...) and there's no need for later rearrangement, that's the easiest way IMHO... ;-)
answered Nov 10 '14 at 05:49 PM
Another dev can correct me if I'm wrong but I am pretty sure there is no way to do this currently. When you bring in an FBX with multiple meshes you will have to place them individually in your level. As you've already noticed the combine meshes flag will create a single mesh from your export selection was when you made the FBX.
There is also no way to retain the pivot points that you had set inside MAX. The pivot points of your staticmeshes will be where 0,0,0 in MAX was relative to the models at the time of export.
If you need to retain the pivot points of the models that you had set in MAX you can bulk select all your models and move them to 0,0,0 in world space, then bulk export, then reassemble them all inside your UE4 level.
answered Mar 25 '14 at 10:27 PM
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