1.4 KiB
1.4 KiB
Static Mesh Asset Refactor Plan
Date: 2026-06-05
Scope
- Normalize glTF/GLB and FBX model placement through one static mesh renderer authoring component.
- Generate project static mesh manifests under
assets/meshes/generated/. - Preserve explicit scene-instance placement for full
SceneRootbehavior. - Redesign the actor inspector around component cards and add renderer slot controls.
Implementation Slices
- Add
StaticMeshRenderershared authoring data, validation, scene save allowlist, history snapshots, and hydration. - Extend the asset registry import settings with placement mode, hierarchy mode, material policy, collider generation, and generated manifest path.
- Add glTF/FBX static mesh manifest generation and route model drag/drop through renderer placement by default.
- Expose asset import settings and static mesh renderer controls in editor UI.
- Update ADR/docs/README and verify with focused checks.
Shipped Behavior
StaticAssetplacement createsActorKind::StaticMesh + StaticMeshRenderer.SceneInstanceplacement keepsActorKind::ImportedModel + ModelRef.SingleActorhierarchy mode stores all mesh parts on one renderer.SourceHierarchymode creates a root with child static mesh actors.- Static mesh hydration spawns generated child
Mesh3dparts with source materials, shadow flags, and optional Avian mesh collider constructors.