Now in blueprints, you're going to scroll down to where it says Category and you're going to click it and select what your object is, my object is a house so I select Domestic Building. It should look like this.
Getting an asset into RW 4.jpg
Now click on Description and type in a description of your item in the black, it isn't required but I like to add a description of what the item is.
It should look like this.
Getting an asset into RW 5.jpg
Now, scroll down to Render Component and click on it, you will now see two more blanks that need to be filled out.
They will be titled as Geometry ID and Collision geometry ID.
Type what's writted in the Geometry ID Blank into the Collision geometry ID Blank. It should look like this.
Getting an asset into RW 6.jpg
Now that all that's done it's time to export the item into RW, if your textures are correct it should export perfectly, but if they're wrong in sizing (Power of 2) it will crash and not export, now let's hope all of your textures are correct and don't have any of these in it ( ' ) if it has that sign in the texture name it will crash, so make sure you don't have any comma's or special characterstics in your texture names.
Now, time to export.
Right click on your blueprint name over to the left of the screen and you should see this menu.
Getting an asset into RW 7.jpg
Now move your mouse corser onto Export and it will open up a menu. You will then click on Export or Forced Export, I usually first click on Forced Export and then exit the blueprint and then open it back up again and export it again selecting Export to make sure it shows up in the sim.
Click on Forced Export.
Getting an asset into RW 8.jpg
If everything was done right in the texture creation after filling out everybit of this it should export perfectly and then say export Successful, if it failed it will say Export Failed, let's hope your export is successful.
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