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How to modify Blender’s ..

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How to modify Blender’s fbx exporter for LOD Export


As requested by users UE4EH now features attachment and export of LODs to UE4. To make use of this feature you need to modify the fbx-exporter that ships with Blender resp. use the modified exporter file that I put into the package. If the steps below don’t work out for you, please leave a comment.

Original Modification by Pavel Krupala: https://youtu.be/GpoFagTcmOI
Go leave him a like!

Method 1: Use the modified fbx-exporter from UE4EH zip file

(Only tested for Windows OS. If you’re using Linux or Mac and this doesn’t work, scroll down to the next section.)

Unzip to a location of your choice. Next locate your current Blender installation directory and the fbx-exporter subdirectory. On Windows that directory is usually in one of two places, depending on how you initially installed Blender.

1.) If you installed Blender using the installer it’s usually on:

C:\Program Files\Blender Foundation\Blender\2.78\scripts\addons\io_scene_fbx\

2.) If you installed Blender from a zip file the path probably looks like this, depending on the location where you unzipped Blender:

C:\Users\<your username>\Desktop\blender-2.78c-windows64\2.78\scripts\addons\io_scene_fbx\

Note that it’s possible to mix both methods, you may once have installed Blender through an installer but then continued to work with an updated version from a zip file. In that case use the path of the latest version, respectively the version you want to use with UE4EH.

If you located the directory above, look for a file called export_fbx_bin.py. You may have set your Windows file explorer to not show file extensions, so the file may also look like this: export_fbx_bin.

Right-click that file and choose „Rename“. Rename it as you wish, e.g. „__export_fbx_bin.py„. This is for backup purposes. If you don’t want to backup the original exporter, you can delete the file. Now copy the export_fbx_bin.py you from the UE4EH archive to the current directory.

Method 2: Modify the fbx-exporter yourself

If Method 1 doesn’t work for you or for other reasons you can modify the fbx-exporter yourself. First you need to locate the fbx-exporter exactly the same way as described in Method 1. It’s in the directory <Path to Blender>\2.78\scripts\addons\io_scene_fbx\.

Next you need to open the file called export_fbx_bin.py with a text editor of your choice. If you’re a novice user I highly recommend you use Blender’s internal text editor, cause other text editors may give you an error caused by incorrect tabulators. Once you opened that file, locate the section below. It should be around line 554.

def fbx_data_empty_elements(root, empty, scene_data):
   """
   Write the Empty data block.
   """

   empty_key = scene_data.data_empties[empty]

   null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))

   null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))

   null.add_string(b"Null")

   elem_data_single_string(null, b"TypeFlags", b"Null")

Replace the line

null.add_string(b"Null")

with the following code

if empty.parent is None and empty.name.startswith("LOD_"):
   null.add_string(b"LodGroup")
else:
   null.add_string(b("Null"))

Beware of Tabs!
Python is very sensitive to incorrect intents. That’s why I recommended using Blender’s Text editor before. So if you copy this code from my website to the file you’ll have to replace spaces with tabulators to make it work correctly. Here’s a random Youtube video explaining how intents work in Python, if you don’t know Python you should take these 2 minutes and watch the video: https://www.youtube.com/watch?v=Cd-k6QQMa18

At last save the file and restart Blender. LOD export should now work.

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