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impue4 [2021/03/16 16:45] – croft | impue4 [2022/03/09 17:17] (current) – croft | ||
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- | ====== Importing into UnrealEngine4 | + | ====== Importing into Unreal Engine (Legacy) |
- | SpeedTrees are supported in the [[https:// | + | SpeedTrees are supported in the [[https:// |
- | =====Pipeline to UE4===== | + | =====Pipeline to UE4/UE5===== |
- | Before exporting a tree for UE4, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UE4 by setting the fan to [[windlegacy|Legacy UE4/Unity mode]] and tuning the wind effects, if necessary. | + | Before exporting a tree for UnrealEngine, be sure that your tree is set up for real-time use by using [[kcgameslod|LOD]]. Also ensure that wind is correctly set for UnrealEngine |
- | If this is the first time exporting to UE4, be sure to pick one of the UE4 presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE4. Export an .ST file to disk, then switch to UnrealEd and import the ST file there. The mesh and all textures should be found and imported into your UE4 project assets. | + | If this is the first time exporting to UE, be sure to pick one of the UE4 presets in the [[expgame|export mesh dialog]], to ensure all the export settings are correct for UE. Export an .ST file to disk, then switch to UnrealEd and import the ST file there. The mesh and all textures should be found and imported into your UE4 project assets. |
{{ :: | {{ :: | ||
- | On import in UE4, you will be presented with a few options, such as whether to include the [[collision_object|collision objects]] you have placed in the tree. The "LOD Setup" option allows you to select whether you wish to use SpeedTree-style LOD (with growing/ | + | On import in UE, you will be presented with a few options, such as whether to include the [[collision_object|collision objects]] you have placed in the tree. The "LOD Setup" option allows you to select whether you wish to use SpeedTree-style LOD (with growing/ |
It is recommended that you allow the importer to create materials for you, and tick the " | It is recommended that you allow the importer to create materials for you, and tick the " | ||
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=====Materials===== | =====Materials===== | ||
- | The materials created after import can be edited as much as you wish. The materials created by the importer get the basics in place but can be improved and tailored to suit your scenes. | + | {{ :: |
- | {{ :: | + | The SpeedTree |
- | The SpeedTree | + | |
- | There are several options available on the SpeedTree node: | + | The SpeedTree node connected to WorldPositionOffest is the only SpeedTree-specific component in the material. If you disconnect it, everything rendered with that material will be identical to a static mesh. With it connected you will get SpeedTree wind, camera-facing geometry, and smooth LOD transitions. |
- | * **Geometry Type**. | + | There are several options available on the SpeedTree node. |
- | * **Wind Type**. | + | <WRAP clear>< |
- | + | ||
- | * **LOD Type**. | + | |
- | + | ||
- | * **Billboard Threshold**. | + | |
+ | | Geometry Type|This setting controls what type of geometry is rendered and is set automatically by the importer. This value rarely needs to be edited.| | ||
+ | | Wind Type|This property controls the complexity/ | ||
+ | | LOD Type|Use this to control whether SpeedTree models smoothly transition between LOD states or pop between them like standard static meshes.| | ||
+ | | Billboard Threshold|This option is unused with ST files| | ||
+ | | ExtraBendWS|To achieve additional bending effects on a tree, such as from explosions or player interactions, | ||
- | The " | ||
+ | Billboard materials contain a few extra material functions that remove non-camera-facing polygons from the billboard mesh and adjust the normals to avoid seams in the billboard mesh. These can be opened up for editing, as well. | ||