A pluging for Unreal Engine 4 and Unreal Engine 5, which allows to import meshes during runtime.
This is a fork of the original RuntimeMeshLoader repository.
Additionally, functiones were added to import and apply textures for the meshes.
RuntimeMeshLoader (RML) uses Assimp as a third-party library to handle most of the import-stuff.
Currently, only Windows x64 systems are supported.
The Plugin was tested under Unreal Engine v. 4.25.3 as well as version 5 (Early Access). However, any modern version of Unreal Engine should be compatible with it.
Download this repository, by clicking on the green Code
-Button in the upper right hand corner and select Download ZIP
.
In your Unreal Enginge project open the Plugins
directory. If it does not exist, simply create a new folder in the root directory of your project and call it Plugins
.
Copy the contents of the former downloaded ZIP-folder into it. The folder might have a name such as RuntimeMeshLoader-main
. If that is the case, rename it to RuntimeMeshLoader
.
Afterwards, load up your project. Unreal Enginge might tell you it needs to rebuild the Plugin. Simply click on Yes
. After the rebuild process your project should load as usual.
In your projec's source panel
you should now have a folder labeled RuntimeMeshLoader Content
. Inside you will find an example map, which will show you how to use the plugin with an example.
The plugin can be used in many ways. You could create a file-dialogue for the user to select his assets to be loaded, or by loading assets from a pre-defined folder, or any other creative way.
In the example map, a folder called RuntimeMeshLoader
is created in the user's Documents
folder. Inside this folder, the plugin expects for each asset to be loaded a separate folder, in which 3 files should be located. <folder name>.fbx
, <folder name>_T.png
and <folder name>_N.png
, which are the mesh itself as an fbx-file, its texture and its normal map as PNG-files.
If you load up the plugin for the first time, the folder will be empty. As an example, you can copy the two provided mesh-folders inside the Resources
directory into the aforementioned RuntimeMeshLoader
-folder.
Only PNG-formats can be loaded. JPG is currently not supported.
In the example map, only fbx-files are supported. However, the plugin is already capable of laoding a lot more 3D-file formats.
I often run into problems with loading fbx-files downloaded from the internet. Usually, opening it up in Blender and exporting it again solved it for me.