View3D Speckle Object to Native Unreal Camera

Morning @Jedd

I am following your very interesting tutorial about using converter for speckle 3D views.

I have tried to simplify the unreal blueprint examples you created into simply checking if the stream has a View3D object and then extracting the transforms to spawn a camera.

There is a custom camera object with the transforms created in grasshopper needed to make a camera in Unreal Engine, however how do I structure the data so that the blueprint script recognizes that is is a View3D type when casting?

Here are screenshots of the custom speckle object i created and the blueprint which i pieced together from the existing examples in the plugin folder. I am just using the blueprintrecieving script to combine all the parts rather than the speckle manager and converter as i got a bit lost following that method.


Any guidance on this would be appreciated,

Thank you!

Michal