Import into Unreal Engine
Asset Import
Formats
Unreal only supports importing FBX
.
Method
The Geopipe model
is not a traditional asset in terms of how Unreal thinks about assets (i.e. a single in-game Actor
). The Geopipe model is actually a full scene
and must be imported as such.
See FBX Scene Import
Material Modifications
Once your scene blueprint is imported, you will find that any material dealing with transparency is not visible in the viewport/game.
Trees
For each tree
material you must:
- Set the
alpha
channel to be the input to opacity. (On import, RGB gets set here) - Set the material property
Two Sided
to true. - Set the
Cast Dynamic Shadow as Masked
to true.
Bus Shelters
For the Bus Shelter “Mesh” material you must:
- Set the
alpha
channel to be the input to opacity. (On import, RGB gets set here) - Set the material property
Two Sided
to true. - Set the
Cast Dynamic Shadow as Masked
to true.
Waste Receptacle
For the Waste Receptacle “Mesh” material you must:
- Set the
alpha
channel to be the input to opacity. (On import, RGB gets set here) - Set the material property
Two Sided
to true. - Set the
Cast Dynamic Shadow as Masked
to true.
Static Mesh Changes
Roads
For each road static mesh you will need to configure the Build Settings
.
- Turn ON
Build Settings
->Use Full Precision UVs
Sidewalks
For each road static mesh you will need to configure the Build Settings
.
- Turn ON
Build Settings
->Use Full Precision UVs
Collision
When you import a scene you should generate collision. The Simple collision will not be what you want for terrain, roads, sidewalks, etc. In most cases the bounding boxes of buildings will also be larger than you want.
You can decided on a mesh per mesh basis on Simple vs Complex. But if you want to get up and running immediately, change the project setting Default Shape Complexity
. Set it to Use Complex Collision As Simple
to quickly get everything in your level to use the Complex collision.