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What's the ideal way to implement my own OBJ mesh loader for runtime?

Unreal and Community,

I'd like to build a 3d model viewing tool. I have several OBJ files that I'd like to view with the Oculus Rift, and I'd like to make an application that could load OBJs into a small scene without them becoming assets in the UE4 editor. If I were to implement my own C++ code,

  1. Would it be legal? Kosher? I really want to use UE4 but I cannot violate any legal agreement.

  2. What is the best strategy?

I'd start by creating a binary version of the data, reading it in, and then constructing a mesh al la https://answers.unrealengine.com/questions/2193/can-you-created-meshes-at-runtime.html

Any thoughts? If I can't get the go ahead on legality and feasibility, I'll have to switch to a subpar engine/library. Please help me out!

This question is related to this post: https://answers.unrealengine.com/questions/83862/runtime-model-loading.html

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asked Apr 24 '15 at 10:23 PM in C++ Programming

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mmorehea
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avatar image mngpssn Mar 04 '17 at 12:27 AM

Hey nobody answers you... Did you have chance to solve your problem? I'm facing the same rightnow but can't figure out how to solve it

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perhaps reach out to the great Froyok on twitter - was working on something like this over the winter holiday

https://twitter.com/Froyok/status/817156723219857408

https://www.youtube.com/watch?v=6nIoyUo-9kI

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answered Mar 04 '17 at 04:33 PM

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BPANDREW
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avatar image manuaganu Apr 19 '17 at 05:12 AM

I am also interested to buy this module...Is there any contact detail of Froyok ?

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