Okay, everybody, it has been a very long time since I've come back to this
project, but here we are it is now I'm now working in Engine 4.19 preview 6 so
it's in beta version and I'll show you the reason why I am doing that but that
is probably newer then well that's definitely newer than the videos that I
have been using up until this point where I'm using like 4.7 of the engine
so a lot has changed in the workflow a lot has changed in my knowledge of
different tips and tricks to get through all these different problems that one
may have as they're trying to do these projects so I'm gonna do a more updated
workflow for newer engines and go back and adjust some of these things and show
some more advanced settings as well so let's start with the workflow for
getting your 3d studio max in to Unreal Engine and we'll start by bringing you
in a new piece of furniture and depending where you are in the class and
what you've watched you may not even have that piece of furniture yet but
that's ok so as you may or may not have seen already there is in the new engine
there's a tool called data Smith which is really quite essential for our cos
artists that are trying to use real time in VR so let's get this updated into a
project that has data Smith capabilities what we can do for that is just find
this particular level which is called first-person example map and let's just
migrate it to a new template that has data Smith capabilities once we find the
level in our content browser we can right click on it and say asset actions
migrate but we will need a place to migrate it to so let's first set up a
project that has data Smith in it and then we can migrate this level to it so
with 4.19 we have the option when you create a new project to say unreal
studio let's just take that and use the product viewer and we'll call it new
interior project
create okay here we are in the basic project for a data Smith project and you
can see we have this new button up here import data Smith and I've showed how to
do that in the video where I demonstrated how to download where to
get data Smith how to download it how to install it and how to do basic imports
we're going to migrate our old file into this project so that we have all the
data Smith capabilities so all we need to do is save this and close it and go
back to our other project and then migrate that other project into here
okay so in this project again we find our lair level and by doing the level
then it just grabs everything that this level needs so that should basically be
like our whole project right okay so any blueprints or anything associated that
are going on in this level it will bring those with it so assets asset actions
migrate hate okay and showing you all the stuff that has
to come with it okay and then find the content folder for that new project we
just created new interior project content select folder and it will
migrate it over there content migration completed successfully okay so now we
need to go back and open that other project I know it's kind of a lot of
back-and-forth okay a new interior project opening up once we are here then
we can just open a level first peruse an example map so double-click on it open
it up and here we go here's our level it just opens right up everything attached
it will have to build the shaders obviously here they come and the data
Smith stuff is there so we just imported it into a data Smith project from here
now we'll start using data Smith and I'll show you kind of a newer and
updated workflow things additional things that I've learned and additional
things that Epic Games has made available to us that really help out our
Kabir's artists so let's continue from here in the next video