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glTF Exporter

Epic Games - 4月 22, 2021

This Unreal Editor plugin allows exporting selected actors, selected assets or a full level into glTF files (https://www.khronos.org/gltf/).

  • 支持的平台
  • 支持的引擎版本
    4.25 - 4.26
  • 下载类型
    引擎插件
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This Unreal Editor plugin allows exporting selected actors, selected assets or a full level into glTF files (https://www.khronos.org/gltf/).


This plugin exports glTF version 2.0, either to ‘.gltf’ (JSON) or ‘.glb’ (binary) files.

It supports export of 

  • Material (including textures as png or jpg)
  • Static Meshes and Skeletal Meshes
  • Animation Sequences
  • Level Sequences
  • Levels
  • Level Variant Set


Usage:

Alt 1: Export asset via Content Browser

  1. Right-click on a StaticMesh, SkeletalMesh, AnimSequence, Level, or Material asset in the Content Browser.
  2. Select Asset Actions -> Export...
  3. Change Save as type to .gltf (or .glb) and click Save
  4. When glTF Export Options window is shown, click Export

Alt 2: Export current level via File Menu

  1. Select any number of actors in the current level
  2. In the top menu, select File -> Export Selected...
  3. Change Save as type to .gltf (or .glb) and click Save
  4. When glTF Export Options window is shown, click Export


glTF and the glTF logo are trademarks of the Khronos Group Inc.

技术细节

Features:

  • Export of asset, actors, levels
  • Export of lights, cameras, sequences, static and skeletal meshes
  • Export scriptable through Python API

Code Modules:

  • GLTFExporter, Editor
  • GLTFExporterRuntime, Runtime
  • GLTFMaterialAnalyser, Editor
  • GLTFMaterialBaking, Editor

Number of Blueprints: 0

Number of C++ Classes: 194

Network Replicated: No

Supported Development Platforms: Win32, Win64

Supported Target Build Platforms: Win32, Win64

Documentation: in markdown files in the Docs folder of the plugin or through following links:

Important/Additional Notes:

To carry as much functionalities as possible from Unreal to the glTF format the plugin has implemented extensions some from Khronos that should be supported by most viewers and some that are custom to Epic.