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Storing & Importing Custom FBX Asset Data

So I'd like to be able to store extra license related data associated with a 3D asset, in particular:

  • Author of the asset

  • License type

  • URL (if applicable) where the data was originally sourced from

As I download content from various websites I want to make sure I can electronically trace back the source. Some licenses also require you to carry a note, or attribution to the author when you publish so having it electronically tagged against the asset would help that process later on.

The most simplest way I see of this is creating my own classes that contain these fields (in say, a UStruct), or perhaps even using the StaticMesh "Asset User Data" field.

Preferably though, I'm curious about any means for containing this data in say, Blender and having it automatically imported in the FBX import pipeline. Doing it this way means the attribution & licensing is then contained in the source .blend file, as well as in UE4. Since most of the initially import/cleanup of assets I do in Blender, having it there means it's better positioned in our pipeline.

Product Version: UE 4.8
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asked Jul 08 '15 at 09:05 PM in Using UE4

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Resinhead
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avatar image antithing Jul 09 '15 at 02:37 PM

I am trying the same thing with custom attributes from maya. If you add them to the transform node as attributes, on fbx export they are stored(I believe) as fbx userProperties.

BUT, as to getting them into UE, I am still stuck. Please post if you find an answer!

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