This repository contains an Unreal content plugin (OpenUSDGames
) that demonstrates USD content building in Unreal.
- primal_cube
A collection of notes on the Unreal USD asset process.
-
Reimporting a USD asset through the content browser uses the first imported USD asset during the editor session. This can reproduce as:
- Import a.usd
- Import b.usd
- Reimport b.uasset from the content browser.
- Reimport window shows contents from a.usd instead of b.usd.
-
UAssets need to be manually reimported into Unreal.
- Possible option to have automatic caching / update mechanism similar to mesh builds?
-
Edits made to the UAsset in Unreal need to be manually exported back into the source USD file.
- Unreal material assignment can be done through the USD Stage View but can't be assigned from DCC (Maya, 3DSMax, etc.).
- Materials can be assigned in Unreal via the USD Stage View but only as a manually input string.
- Materials are bound via a
custom string unrealMaterial = "/Game/foo"
line. - MaterialX workflows seem hindered by having the custom string attribute for both import and export, needs to be cleaner.
PhysicsCollisionAPI
andPhysicsMeshCollisionAPI
can't be assigned from DCC.PhysicsCollisionAPI
andPhysicsMeshCollisionAPI
can be assigned through the USD Stage View, but not normal to user workflows.
- LOD's can be created from DCC but must have a specific prim structure.
- No control on LOD switch distances or custom vs generated.