So I wanted to hint you on some information Matt gracefully shared in detail on a conversation about the comparison of route creation in Train Sim Classic to Train Sim World and why most of the components of a TSC route can't simply be reused in the TSW PC Editor. It's really interesting. Source: https://forums.dovetailgames.com/threads/can-classic-routes-be-used-in-tsr4.80828/#post-830476
Well, DTG have the source .igs model files from TSC. Of course they need to be reworked for the materials, but the meshes are reusable, as well as many TSC textures have definitely been reused.
Yes, it's a rather odd post. I'm sure any dev would agree that just having to add PBR etc. to an existing asset is easier than creating a new asset from scratch...
I am remaking a route I made in TSC which used many custom assets (mostly buildings etc) and it is fairly easy to reuse these in TSW4 because I have the source files. (Because I use the BRIAGE add on to export .igs files from Blender, my copy of Blender has the option to import .igs files.) I can simply export the existing model as an FBX from Blender and it will load into the game complete with all the textures and to the correct scale. I think a major problem (which I found with custom signals) is that animations are completely different in Unreal 4 which uses Skeletal Meshes as the source for animations. Even for a simple semaphore signal arm you have to create a matching skeletal mesh (exactly the same bones as the TSW one) with mesh faces weighted to each bone. Then it will load into the game and can be assigned to use the TSW skeleton ( which carries all the animation code) instead of the skeleton made in Blender. I had some success with a simple single bone object (ground signal disc) but haven't even begun to think how to deal with a more complicated item such as wagon, passenger carriage or locomotive even if I had access to the .igs files.