To use the plugin in a new project:
Create a new C++ based Unreal Project
Copy the 3D Repo Plugin into the
Add the plugin to the
PrivateDependencyModuleNameslist in the Project's
Generate the Visual Studio solution
Implement your logic in your primary game module (see the repounreal sample)
Copy in the Material Assets from the Samples project (and create derivatives, if desired)
Update the Additional Asset Directories to Cook, if intending to build PAKs
Start the Editor or Game and import assets as shown in the sample
You can copy either a built plugin or the plugin source to a new project, but it is recommended to use a build. The
Additional Asset Directories to Cook property can be found in
Project Settings > Project -> Packaging.
The plugin creates materials for imported meshes based on Instanced Materials provided by the developer. The importer will create Dynamic Instances of the Instanced Materials and set a number of pre-defined Parameterised Properties.
The importer takes two materials: one each for opaque and translucent surfaces. These assets are referenced by name, using the singleton AssetManager.
To create a new material, use RepoMaterial and RepoMaterialTranslucent as a starting point.
Beware when building your own projects, that these assets must be explicitly included in the project. To do this, add the directory containing the asset (e.g. Content) to the
Additional Asset Directories to Cook list under
Edit -> Project Settings -> Project -> Packaging. This is already done in the sample.
Converting to Static Types
3drepoimport will create a scene in the World Outliner using transient types: ProceduralMesh and transient Textures. To serialise a scene (e.g. to save the scene, inspect further in the Editor, or package to a PAK), the command
3drepoconvert can be used to convert the meshes and textures static/serialisable types (StaticMesh, and non-transient textures) and save them as Assets.