x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

FBX import new options definitions??

Hello everyone!

Could anyone define those import options? There is no any definitions in docs :(

alt text

Product Version: UE 4.12
Tags:
more ▼

asked Aug 14 '16 at 09:36 AM in Using UE4

avatar image

AlFlakky
413 23 30 46

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hi AlFlakky,

I've responded on your post on the forums as well: https://forums.unrealengine.com/showthread.php?120201-FBX-Import-Options-update

Build Adjacency Buffers

Tooltip/Source comment: Required for PNT Tessellation but can be slow. Recommend disabling for larger meshes.

This is really helpful when importing large meshe. Building the adjacency buffer so that a mesh can be used with tessellation takes a long time for these and if you disable this option it can help speed up this process.

Build Reversed Index Buffer

Tooltip/Source Comment: Reduce the number of GPU state changes enabled. This is required to optimize a mesh in mirrored transform. Double index buffer size.

Transform Vertex to Absolute

Tooltip/Source Comment: If this option is true, the node absolute transform (transform, offset, pivot) will be applied to the mesh vertices.

The mesh will be set to the world origin, retain its tranform and any offset of the orginal DCC. Disabling this means that the Pivot, Transform, and offset will use what the mesh had in your modeling program.

Bake Pivot in Vertex

Tooltip/Source comment: Experimental If this option is true the inverse node rotation pivot will be applied to the mesh vertices. The pivot from the DCC will then be the origin of the mesh. Note:"TransformVertextToAbsolute" must be false.

This options, if there is any confusion, means that if you have a mesh that has a rotated Pivot and this is enabled, the mesh will rotate to align with the pivot.


Some of this is included with the Release Notes for the major versions. Some of this is taken directly from comments in the source files or the tool tips.

We currently have UEDOC-948 for this task. I've assigned myself this so I can get this updated in the near future.

more ▼

answered Aug 15 '16 at 02:26 PM

avatar image

Tim Hobson ♦♦ STAFF
48.8k 887 101 878

avatar image Spoondog Apr 19 '17 at 03:20 AM

Tim, could you clarify one thing - the two buffer options, they both increase the mesh size in memory? (GPU memory?)

Most of my meshes aren't going to use either tessellation or mirrored transform - I'm guessing I should disable those options on import each time? (or are they automatically cooked out if not used?)

avatar image Tim Hobson ♦♦ STAFF Apr 21 '17 at 01:57 AM

They can be disabled on import or from the Static Mesh's Build Settings options if they are already in the engine.

I'm not 100% sure if they are disabled if not used or reduce the mesh size for memory. I've not done any tests with that particularly or looked to see. I know the Build adjacency buffer saves the time by not building it for use with tessellation, but I'm not sure if it's disabled. My best guess would be that it is disabled though. Same for the Mirror Transform since it shouldn't be doubling the index buffer if that's disabled. Again, my best guess given the tool tip.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question