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Differents Step :
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1. Parse of the output file of blender thanks to the yaml parser of [overworld](https://github.com/sarthou/overworld)
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1. creation of 1 map with all mesh in the content of the Ue4 project
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1. creation element_to_spawn for each parsed elements stack this to an array
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1. return this map to blueprint
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1. for each element in this array spawn the correspondant element
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In C++ (Parse + structure + array)
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Structure element_to_spawn adaptated to Ue4 type:
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- FString name => name of the object
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- FVector loc => location (x,y,z) where to spawn the object
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- FRotator rot => roation(pitch,roll,yaw) to apply when the object spawn
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- UStaticMesh* mesh => static mesh to apply at the object on spawning
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In blueprint in level blueprint to spawn all object on starting and delete then after close :
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2 fonctions :
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- spawnGrapableObject => spawn all the cubes
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- spawnStaticObject => spawn all the box
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![image_2022-04-15_143143990](uploads/4914eba4e91031d3c3778860dd219e28/image_2022-04-15_143143990.png)
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3 parameters:
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- offsetLoc => to correct the spawn localization
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- offsetRot => to correct the spawn rotator
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- path => file to parse |
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\ No newline at end of file |