Unreal Node
Last updated
Last updated
The Unreal node is made to prepare your data to be imported into Unreal Engine very easily using the Gaea2Unreal bridge plugin. The Unreal node will resample the data to a Unreal friendly resolution (for example, a 2048 x 2048 build will become 2017 x 2017 to accommodate UE's considerations).
You can add multiple inputs to the Unreal node.
The node's Target Size property lets you select the resample size. It is recommended that you select your Gaea build resolution to be the closest to the size you need. Based on your current Build Resolution set in the Build Options, you will be given a recommended Target Size.
You can set the file format for all the exported files.
RAW is currently not fully supported. Both PNG and R16 are fully supported right now, but we recommend using PNG for maximum compatibility.
By default, the filename for each input is decided by the name of the node. You can rename a node to rename the output filename.
To use the Gaea2Unreal bridge, you should enable Unreal Friendly Naming. This will prefix T_
in front of masks and textures and H_
in front of the heightfield.
The heightfield should always be the primary input.
When you build your terrain (See Build and Export) the Unreal node will save all the appropriate asset files along with a JSON definition file. This is the key file you will need for Importing Terrains.
See the next section on how to set up your exported terrain in Unreal Engine.