![]() If only one side of your surface in SketchUp has a material assigned, that surface is chosen for the facing direction of the triangle in Unreal. However, if you do use single-sided geometry in SketchUp, Datasmith does its best to respect your intent in the way it assigns materials and facing directions to the triangles in your Static Meshes: We recommend always modeling your 3D objects with a thickness, so that they work as expected in Unreal. Those back-facing triangles to avoid spending GPU cycles rendering triangles that aren't actually visible. In order to achieve the best possible performance at runtime, it always Any triangles that face away from the camera represent the back side of a surface, and can be assumed to be hidden from view by the front side of that surface. The Unreal Engine uses a different approach: it assumes that all geometry is modeled with a thickness. You can create "single-sided" geometry - that is, geometry with no thickness - and see it from both sides you can even apply different materials to the different faces of each plane. SketchUp is very permissive about the facing direction of your geometry. However, as you move the camera around in the Unreal Engine, the rotation of the Static Mesh does not update to match the camera's current viewpoint the way it does in SketchUp. The orientation of each Static Mesh in the Level is based on the viewpoint of the SketchUp camera at the time you export your scene. When the camera in the Unreal Engine is at the same location in the Level as the original camera in SketchUp, the flat Static Mesh appears the same way as the rotating billboard does in SketchUp. Wherever possible, we recommend taking advantage of this by making any repeating elements in your scene (such as windows, doors, or chairs) into reusable components in SketchUp.ĭatasmith exports rotating billboards from your SketchUp scene as flat Static Meshes, and places instances of these flat Static Meshes into the Level. This is typically better for the runtime memory requirements and performance of your Project, as well as making it easier to manage the number of Static Mesh assets in your Content Browser. When Datasmith detects multiple copies of the same component in your SketchUp scene, it only creates one set of Static Mesh assets for that component, and places multiple instances of those Static Meshes into the scene. If this happens, you can try splitting your large geometries across multiple components or layers in SketchUp to make the Static Meshes easier to deal with in Unreal. Depending on the way your lightmap UVs are laid out, you may not be able to generate good results at all. You can try increasing the lightmap resolution on the large Static Meshes, but this also increases your baking time and runtime memory requirements. Large meshes require correspondingly large lightmap textures in order to make sure that each part of the model has an adequate amount of texture space to record its light and shadow. If your Static Meshes in Unreal are very large, you may have trouble achieving good results when baking static or stationary lights for your scene. Knowing this strategy can help you influence the Static Meshes it creates. To read more about other types of Datasmith workflows, seeĭatasmith Supported Software and File Typesĭatasmith divides your SketchUp geometry into Static Mesh assets by combining all connected polygon faces that are in the same component or group, into a single Static Mesh. This way, you don't need to manually re-import the entire scene into Unreal Engine every time you want to make a change. To preview changes to your SketchUp scene in Unreal Engine in real time, you can set up a Datasmith DirectLink between the two. # This creates a C:\temp\hello.udatasmith file. Sketchup.open_file 'E:\path\to\file\sketchup_file.skp'ĮpicGames::Datasmith.export "hello", 'C:\temp' You can also export a single file from code. Puts "Exporting '#'"ĮpicGames::Datasmith.export name, target_dir Path = File.join source_directory, filename To export all SketchUp files from a given folder, run this code:ĭir.foreach(source_directory) do |filename| Once you install the Ruby Code Editor extension, you can access it from SketchUp's main menu: For instructions on how to do that, see the SketchUp documentation on This helps automate your pipeline.īefore you can do this, you need to install theĮxtension for SketchUp. You can run a Ruby script in SketchUp to batch exportįiles. Importing Datasmith Content into Unreal Engine 4 Importer available in the Toolbar of the Unreal Editor to import your Plugin for your Project, if it's not already installed. If you switch to a different version of Unreal Engine, make sure you download and install the matching version of the plugin.Įxporting Datasmith Content from Sketchup Pro Epic releases a new version of the Unreal Datasmith Exporter plugin for SketchUp with every new release of Unreal Engine.
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