Creating Custom Convertors / Blueprint Nodes

Hi @Humeyra_Cam

I hope you don’t mind, I’ve just posted my original BP for other speckle users here: Grasshopper to Unreal - asset swap / mapping meshes from Grasshopper proof of concept
which also provides some context to your above screenshots for anyone else.

I assume you’re trying to extend/re-create the same structure in your BP_OverrideMesh.


In response to your question, for your Convert to Native call (your first screenshot), you’ll want to pass in the AvaiableConverter that is provided to you as an input in the ConvertToNative
image

You can either drag a long line from this pin to your Convert to native node. Or simply reference it like other variables like so (they are functionally identical)

Then for the Target, we want to target a mesh converter. I set this up by exposing a FallbackConverter variable, and assigning it with the DefaultStaticMeshConverter, on the instance of


For some explanation as to what this part is doing, for Meshes that are not mapped, we still want to convert them. And to do that we need to use an “actual” mesh converter (e.g. the DefaultStaticMeshConverter or DefaultProceduralMeshConverter)

And the AvaiableConverters is a reference to the Objects Converter setup on the ASpeckleUnrealManager. This is used by some converters to call other converters, e.g. the render material converter is used by the static mesh converter.
We simply need to pass the value through to any Convert To Native calls.


For your second screenshot, I presume you are wanting to do this (Get Transform) to reference the “transform” property on your incoming meshes. But note, this “transform” property needs to be sent along with the geometry from grasshopper, as it’s not populated by default when sending from any connector.

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