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Send to Unreal button (and game exporter) should support unreal collision

Send to Unreal button (and game exporter) should support unreal collision

Unreal has a very specific way how it wants to receive its collision date for a static mesh.

It needs to arrive in unreal as ONE fbx that contains multiple objects with a very specific naming scheme:

 

which you can find here: https://docs.unrealengine.com/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/index.html

 

Example Wall_A would need a collision mesh called UBX_Wall_A_00 or UCX_Wall_A_00

 

The game exporter / send to unreal button has options for generating an fbx per object in the maya scene which is GREAT only problem is the collision MUST always be included in the fbx and cant sit next to it:

 

Example that would work if I manually exported these groups one by one via "export selected" :

Wall_A.fbx contains 2 objects: Wall_A and UBX_Wall_A_00  <---- This will import fine

Wall_B.fbx contains 2 objects Wall_B and UBX_Wall_B_00  <---- This will import fine

 

Example that will NOT work if I use the "Export to multiple files" option:

Wall_A.fbx contains 1 object: Wall_A <---- this will import without collision

UBX_Wall_A.fbx contains 1 object: UBX_Wall_A_00 <---- this will not import at all unreal is gonna prompt you with an error.

Wall_B.fbx contains 1 object: Wall_B <---- this will import without collision

UBX_Wall_A.fbx contains 1 object: UBX_Wall_B_00 <---- this will not import at all unreal is gonna prompt you with an error.

 

Example that will NOT work if I use "Export to single file" or Export All options:

Walls.fbx contains: Wall_A and Wall_B also UBX_Wall_A_00 and UBX_Wall_B_00 <--- this would actually import fine into unreal THE FIRST TIME ... but as soon as you add another mesh lets call it Wall_C and UBX_Wall_C_00 unreal will not detect the new mesh in the fbx and will only reimport the A and B variants and not create the C variant.

 

With the way that unreal wants to receive its mesh and collision data there is currently no "one-click" solution for game artists to get content from Maya to Unreal. You either have to manually one by one export your meshes together with collision OR manually import the new meshes one by one on Unreals side... both terribly workflow options obviously. But if Mayas export scripts where smart and knew about Unreals naming scheme and would automatically include the collision with its corresponding mesh ... this feature could enable a one click pipeline! 

 

 

 

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