How to fix the fbxsdk.h missing, to compile project?

The problem I’m having is that when compiling the project, the fbxsdk.h cannot be found, so it gives error when compiling.

I’ve been searching in the forums and answer hub for this issue but none seem to work for me x_x

I’ve already downloaded the source code of Unreal Engine from Github (as zip, not from Git Desktop) and followed all the steps, but in VS2015, the project does not include the fbxsdk/2016.1.1/include directory, although in Git it’s there. So once again the problem of not having the fbxsdk.h appears.

I’m wondering what i’m doing wrong, or if i’m even thinking about this properly…

I’ve also tried calling in the project build.cs:

AddThirdPartyPrivateStaticDependencies(Target, "FBX");

and then in MyProject.cpp:

IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, MyProject, "MyProject" );

I’ve also downloaded the FbxBuilder that was avaiable in the forums and tried compiling it, because i saw that they made a Module loader for their own build and thought that was my problem all along maybe. I didn’t do any sort of modification to it and i still had the same error.

Because i was getting no where with this for the past 2 days, i tried adding manually the directory, both in project and explorer just for the heck of it, and even like that i fail miserably…

I would like to work on my project but is it supposed to not have the directory in the project and work on VS2015 without it? Is the compile error normal in VS2015, and if I open the project with Unreal it wont have problems?
My head has been looping in questions like this x-x

Can someone help me or point me in some direction please? >_<

(and sorry if i got some english mistakes, not native language)

[UPDATE]

I managed to compile it from the source code on Git. But should i work with the source code from git? or is there a way that i can work with the code from the editor?

If i work with the code from source, then i’ll have to arrange it in a way that works as plugin in the editor, and i think this is what i’m not sure of what it has to have for it to work.

Along the day i tried testing if it was getting the library correctly, but i dunno if it was because the build failed that i couldn’t get the output response from it, or simply bad coding.

What I did was:

FbxManager* lSdkManager = FbxManager::Create();

and see if it was returning NULL or not, and returning a message or something for each case.

If you’re building the regular version of UE4, you will only see “FBX.Build.cs” in Engine/Source/ThirdParty/FBX, because the libraries are built into the editor directly. Not meant to be used directly by users. Not sure if that’s what you’re trying to do.

If you’re building from source, you will see all the FBX source files in that same folder, including fbxsdk.h. If you don’t see it, something went wrong in the process of getting UE4 set up. You say you see them on Github, so why not grab that folder from there? It’s strange that the .zip file would not have those files, yet be visible in the Github repo. If not, start over, but make sure you got all the files in the repo.

Sorry, forgot to update along the day. I managed to compile it from the source code on Git. But should i work with the source code from git? or is there a way that i can work in the code from the editor?

If i work with the code from source then i’ll have to arrange it in a way that works as plugin in the editor, and i think this is what i’m not sure of what it has to have to work.

Along the day i tried testing if it was getting the library correctly, but i dunno if it was because the build failed that i couldn’t get the output response from it, or simply bad coding.

What I did was:

   FbxManager* lSdkManager = FbxManager::Create();

and see if it was returning NULL or not, and returning a message or something for each case.

When you download the engine from Epic (not the source code base from Github), you can still work in C++ if you want to, but it depends on what you’re planning to do with it. The source code is there for people who want to make changes to the underlying functionality of the engine. If instead, you want to do a project using the already existing features of the engine or building upon them, you don’t need the source code. You can even build plugins without needing the source code. If you want to mess with the underlying features, re-write some already existing functionality, make contributions to the engine, then get the source code.

If you have more questions about it, start a new question so more articulate people can explain it more clearly than I can :slight_smile:

Thank you very much =3 And i guess i’ll try it again using the code from the editor then

Hey, did you solve your includes issues ? I’m having similar issues (see my post there : https://answers.unrealengine.com/questions/446656/cannot-open-include-file-fbximporterh-no-such-file.html ) and no luck thus far for me :confused:

Answered you there, though what you are trying to do is include FbxImporter.h while i’m trying to include fbxsdk.h. It’s a little bit different.

To update this post for people in UE4.19 and above, vanilla engine builds now include the FBX libs in the FBX module.

Instead of using:

AddEngineThirdPartyPrivateStaticDependencies(Target, "FBX");

Sub in for this (within your editor module):

PrivateDependencyModuleNames.Add("FBX");

This is because the logic of AddEngineThirdPartyPrivateStaticDependencies, where it checks if it’s an “installed engine build” or if you’re building a monolithic build, as can be seen here.

Note: AddThirdPartyPrivateStaticDependencies was replaced with AddEngineThirdPartyPrivateStaticDependencies