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Ho to use.
Build with environment variable set:
DATASMITH_3DSMAX_PLUGIN_WITH_DIRECTLINK=1
Note - it should build DatasmithMax2022.gup in Engine\Binaries\Win64\3DSMax\2022
Add that ..Engine\Binaries\Win64\3DSMax\2022 folder to Max pluging paths. Max menu - Customize/Configure User and System Paths/3rd Party Plugins
Execute Engine\Source\Programs\Enterprise\Datasmith\DatasmithMaxExporter\Extras\3dsMaxScripts\UI\DatasmithDialog.ms
This will activate the plugin and create UI
Sync/Connections/Export buttons should work
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Review disclaimer:
- This is very preliminary review!
- All in one file for now
- Some code duplicated from baseline - like exporting hierarchy. Syncing is quite different from straight export!
- Some baseline plugin code changed to be able to reuse - one which seemed to need little interference, less chance to break.
- Export - most hierarchy export, with transforms, refscene; geometry - basic GeomObj only, materials - already using full existing plugin's export code
- Missing export(to be on par with existing) - a lot! Other object types, collision, pivots, instances, forest..
- Change tracking - geometry/transforms/material assignment/material changes basically working. But lot to add/fix(e.g. hacky material re-export)
- Slate UI working
- Key functions exported to MaxScript
- Built/tested only in 2022
#rb JeanLuc.Corenthin
#jira UETOOL-3895
[CL 17595504 by kerim borchaev in ue5-main branch]
16 lines
341 B
C#
16 lines
341 B
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System.Diagnostics;
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namespace UnrealBuildTool.Rules
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{
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[SupportedPlatforms("Win64")]
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public class DatasmithMax2022 : DatasmithMaxBase
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{
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public DatasmithMax2022(ReadOnlyTargetRules Target)
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: base(Target)
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{
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}
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public override string GetMaxVersion() { return "2022"; }
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}
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} |