Is it possible to create a .pak from a .fbx in batch mode only?
We asked on the Unreal forum (https://forums.unrealengine.com/showthread.php?119611-uasset-converter&p=577664#post577664) if it was possible to convert a .fbx to a .uasset and to a .pak automatically and without opening the Unreal Engine, only by script... but no one answered... so I would like to ask here the same question... is this possible?
We need this process to convert a lot of .fbx in order to use them in UE4 applications / games. We generate avatars of people with a "photobooth like" machine and we're actually working on Unity but we will change and pass our work on this really powerfull engine UE4.
There is some information about it on my other post with the command line...but it bug.
answered Dec 20 '16 at 08:57 AM
It is not possible to "convert" a loose FBX file into a PAK file. You must first import the FBX asset into a uasset file (the data format for all content in the engine) before it can be packaged. Additionally PAK files are collections of the referenced assets needed to release and run your project. PAK files can support loose, uncooked, non-asset files but at this time we do not support reading from FBX files at runtime. We are working on a command line tool to import any filetype we support (such as FBX). It would be possible to add an automation step to this in order to package the project. However it sounds like you need this functionality at runtime. In that case you'll need to implement the ability to import a loose FBX file not in a PAK file and generate a mesh out of that. All this code exists in the editor so it could be used as example of how you would go about doing this.
answered Aug 18 '16 at 05:30 PM
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