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Initial import support for UE 5.x using 5.3 as validation #10
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- Added UEFormat as a dependency to parse .uemodel files - Added struct constructors as new requirement for 5.3 with primitive initialization - Updated struct schema to match latest json spec - Included ComponentReregisterContext.h although not used in current setup but required for legacy code - Updated listen server to 127.0.0.1 to port 24002 from 24281 since client now using new port # for udp - Changed UDP handshake to respond with Pong - Changed message completion from `MessageFinished` to `Stop` - Added auto saving of impoted assets
- Added BlueprintUtils to generated SceneComponent, SkeletalMeshComponent and StaticMeshComponent to ActorBlueprints - Moved imports from /Game to /Game/UEFN to have better asset import organization - Updated all SavePackage calls to fixed deprecated code using FSavePackageArgs - Fixed some execution orders for PreEditChange and PostEditChange to properly encapsulate change regions - Added existing asset checks and opt to skip import if asset already exists at path
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…change - Import folder defaulted to `FortniteGame` as suggested
Closed
- Removed TextureFactory import flow which had problems with reimporting textures after deleting. New import flow uses custom asset import tasks that properly register and gc the imported assets. - Enabled RemoteControl API requirement and uses wrapper python function to call static C++ function to import via json payload. No longer requires active udp connection. Python is required because RemoteControl API does not have a call endpoint for static functions calls from C++ class. - Removed ListenServer
…ique assets and just create components using Engine asset paths
… meshes with same name in list. ie. Multiple tires with the same mesh name.
Added additional checks for certain items that have duplicate meshes with the same name. Will create unique component names for them ie. |
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