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runtimemeshloader's Introduction

RuntimeMeshLoader

RuntimeMeshLoader for UE4

This repo was achieved. If you need the same feature like this, I recommend glTFRuntime(https://github.com/rdeioris/glTFRuntime).

Use this plugin with ProceduralMeshComponent, you can load mesh with Blueprint in runtime,support relative and absolute Path.

Supported file formats
3DS
BLEND (Blender)
DAE/Collada
FBX
IFC-STEP
ASE
DXF
HMP
MD2
MD3
MD5
MDC
MDL
NFF
PLY
STL
X
OBJ
OpenGEX
SMD
LWO
LXO
LWS
TER
AC3D
MS3D
COB
Q3BSP
XGL
CSM
BVH
B3D
NDO
Ogre Binary
Ogre XML
Q3D
ASSBIN (Assimp custom format)
glTF (partial)
3MF

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runtimemeshloader's Issues

Can't import Step Files

Hi, I tried to import STEP files with this plugin but, it seems that the plugin doesn't recognize it, but on the output log there isn't any error.

image

Issue While Opening Project

First of all thanks for plugin.

I am not able to start project while include RuntimeMeshLoader plugin.

I had made C++ blank project.Then made a new folder 'Plugins' and paste RuntimeMeshLoader in it.

When I am open my project get below error.
error

After that I copied *Plugins\RuntimeMeshLoader-master\ThirdParty\assimp\bin\x64* all files in my Syetem32

Now it is opening with out any error and I am able see plugin in my project.

But I am not able to get any node in my blueprint.

Can you tell how to load 3D model via blueprint?

Multi-Material Support please!!

This seems to only want to process the first material on the imported objects and ignore the rest of the mesh.

Right now I have a workaround by breaking objects by material in blender to several objects, and even with all of them packed in the same fbx I have no issues bringing them in. But this only seems to process the first material on an object that it brings in and ignores the rest of the mesh.

I have two samples I'm using to test, the many objects flavor works just fine while the single object and many materials one don't work as well.

TestMeshes.zip

Unable to load more than one element of the FBX/OBJ/3DS file.

I tried to load mesh (FBX/OBJ/3DS) file using the "load mesh" node of the plugin. I am able to load the first element of the object.

I am creating the procedural mesh section by loading all the vertices, normal, triangles , UVs as shown in the below blueprint.
blueprint

After loading the file my viewport look like this. There is missing element number 2. It also automatically rotate the object.

viewport

viewport2

Here is the original FBX file of the object.
fbx

How do i load the missing element of the object ?

upload for 4.21

when I use for 4.20 is ok, but I want to use at 4.21,there is something wrong,can you available for 4.21 ,thanks very much!

How to use it for Android ?

I had successfully load 3D model in Windows.

Now I am trying it in Android.But unable to do it.

How to load 3D model in Android?

Binaries missing

Hi everyone, i'm new in Ue4 so i surely go wrong with something but when i try to open a project with the plugin it says that Binaries are missing...

Cattura

I've downloaded the 4.19 version and copied in plugin folder, am i missing something ?

Thank you very much

Use with Assimp 5.0.0 Release?

Hello,

I've been using your Plugin to import .obj files and it works great! However, like others have posted, it does not seem to work with importing .step files. My understanding is the problem is with the Assimp .dll library. Assimp just released 5.0.0 in March, and I'm attempting to replace 4.1.0 within your plugin with the new library, perhaps .step files will work with this new version?
I am copying over the Include/ folder into the Thirdparty/assimp of the plugin. It will build, but get an error message when the editor starts to load. The error message relates to something being wrong with the module. I also noticed that the .cpp and .h files have been preceded with "._" and not really sure what is the purpose of this.

Any help would be greatly appreciated!

Thank you

Build runtime error

When run in the editor, everything works fine. However, there is a critical error in the compiled version. How to fix it? Thanks for the help!
UE 4.21
default
1

Cant connect mesh info array to break mesh info node

Hi,

I would like to use your plugin in unreal 4.17.2 .
It compiles but when i run the example blueprint it says i cant connect the output mesh info node to the break meshinfo node.
But i need to do that in order to get the useful info.
Can you please please fix it?

afbeelding
(look at the break return data and break meshinfo nodes and the blue connection between them)

thanks

Can't be installed on 19.2

When i install the plugin into the project folder or added into the plugin list in unreal engine the project can't be open! I tried it many times replacing different file according to the what people had done in the past, but it does not work. I used a blank blue print from unreal with no other plugin enabled.
capture

If is is not disabled the project will not open and will crash.

unavilable for 4.16.3

after i add the blueprint and hit the compile, the engine shut down immediately and the log said:
symbol lookup error: libUE4Editor-RuntimeMeshLoader.so: undefined symbol: _ZN6Assimp8ImporterC1Ev

Plugin not compiled for Mac

I try to compile the project with RuntimeMeshLoader Plugin on Mac machine, but unfortunately it doesn't work. Because the ThirdParty is only built for windows, can you please upload a version for Mac also to your repo?

Mesh doesn't update at runtime

Hello,
Thanks for sharing this plugin with the community.
I am using 4.19.2 and have 2 .obj in a folder, in the editor, RML works as intended:

  • when I input the path of OBJ1, hit enter, it loads up the first mesh in the viewport
  • When I input the path of OBJ2, hit enter, it loads up the second mesh

I am trying to replicate this behaviour at runtime, but changing the path through a blueprint (hitting a key ) doesn't update the mesh. I can change its scale for instance, but can't change any of the plugin-specific paramters.

I also noticed that in a compiled project, even when I delete the folder containing my linked OBJ, the mesh still appears in-game. How is this possible?

Thanks,

Mat

Feature Request, reading object/material names

If you could make some way to get the object and material names available in UE4 with this it would be quite helpful, I'm more on the digital artist (hobbyist game dev) side of things and I got voluntold to put together a viewer, and if I can access the names on the objects being imported I Can tie this viewer into already existing data. I'm using the one for 4.19.2 (only one I could get to work) Sorry for the request from the noncoder but this one is for a medical thing, else I would not be asking for help.

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