Skip to content
This repository has been archived by the owner on Dec 11, 2024. It is now read-only.

Initial import support for UE 5.x using 5.3 as validation #10

Open
wants to merge 10 commits into
base: master
Choose a base branch
from

Conversation

wywarren
Copy link

  • 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 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
@wywarren
Copy link
Author

  • Added support for creating actors from static mesh and skeletal mesh imported with the assembly of the mesh parts. Components are named the same as their internal mesh part names
  • Added a BlueprintUtils class with helper functions to update blueprints with dynamic components after creation

…change

- Import folder defaulted to `FortniteGame` as suggested
@Ka1serM Ka1serM mentioned this pull request Feb 15, 2024
- 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.
@wywarren
Copy link
Author

Added additional checks for certain items that have duplicate meshes with the same name. Will create unique component names for them ie. MeshName, MeshName1, MeshName2. Also takes into account if an asset's source is from /Engine, it will load the reference instead of trying to do create/import action.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant