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Official Documentation for the glTFRuntime Unreal Engine Plugin

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On loading Static Mesh from gltf asset i check the "allowCPUaccess", "Build Complex Collision", and "Use Complex Collision As Simple" options. My Line Traces go straight through. If i also...

Invalid model binding click event after dynamic loading

Hi team, First of all, many thanks to your glTFRuntime plugin. Recently, I downloaded and tried compiling it in Unreal Engine 4.27. It has compile error in **glTFRuntimeParserStaticMeshes**.cpp and I...

Why the loaded model has more vertices than the original model

Hello, We need some documentation on how to use the save to package feature. Best,

Even when including glTFRuntime in additional asset directories to cook, the materials are not always found. Instead of hard pathing to the directory of the plugin the materials, they should...

![1](https://user-images.githubusercontent.com/25565847/126939930-7290fbc2-eaa5-4f52-a54f-da841b27f81e.png) ![2](https://user-images.githubusercontent.com/25565847/126939937-a8172160-c400-494b-ae7c-4e04fae6dd95.png) ![3](https://user-images.githubusercontent.com/25565847/126939951-6573abdc-ef5b-43ae-9d03-7cb71dee6492.png)

I would like to know the difference between these two methods. The glb I loaded in UE cannot be played. Can you provide a screenshot of the blueprint, I found...

I have two characters with identical skeletal structures. When importing using the plugin, I chose the skeleton that was already imported into Unreal Engine for one of the characters, and...

Had a few hiccups trying to roundtrip a skeletal mesh between Unreal and Blender, so I thought I'd document what resolved them in-case others run into the same problem.