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.
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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.
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UAssets need to be manually reimported into Unreal.
- Possible option to have automatic caching / update mechanism similar to mesh builds?
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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.
PhysicsCollisionAPIandPhysicsMeshCollisionAPIcan't be assigned from DCC.PhysicsCollisionAPIandPhysicsMeshCollisionAPIcan 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.