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.