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Blender & UE5 Tips

This document provides tips for cleaning 3D models, exporting models from Blender to Unreal Engine, creating and editing collisions, enabling Cesium in Unreal, cropping Cesium, adding a player character, using post process volumes, migrating assets, and vertex painting. It also outlines settings for cinematic rendering, camera shake, framerate, depth of field, and basic camera settings in Unreal Engine 5.

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0% found this document useful (0 votes)
100 views4 pages

Blender & UE5 Tips

This document provides tips for cleaning 3D models, exporting models from Blender to Unreal Engine, creating and editing collisions, enabling Cesium in Unreal, cropping Cesium, adding a player character, using post process volumes, migrating assets, and vertex painting. It also outlines settings for cinematic rendering, camera shake, framerate, depth of field, and basic camera settings in Unreal Engine 5.

Uploaded by

Shovel_Head
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Blender Tips

Cleaning Model
1. Import model in Blender and zoom in. (File>Import then numpad .)
2. To delete part of the model make sure you’re in edit mode (Tab) and in wireframe or xray mode
(xray mode slows down blender quite a bit) (Z), then highlight the selected portion of the model,
press X and select vertices.
3. Change vertex size to help you see what to delete. Edit>Preferences>Themes>3D
Viewport>Vertex Size
4. To remove detached vertices enter edit mode with wireframe displayed, select part of the main
mesh and then all linked faces (cntrl+L) and then invert the selection (cntrl+I) and delete
5. To fix zooming slowing down Edit>Preferences>Navigation>Auto Depth checked on.
6. To fill holes, highlight surrounding edges and alt+f
7. Select the main mesh in edit mode, cnrl+l to select all linked faces, cnrl+i>X>Verticies

Exporting
Method 1

(In Blender)

1. Select the model, Export GLTf, selected objects, turn off animation

(In UE5)

2. Create a new folder in the content browser, import>select your GLTf (check “Build Nanite”) &
allow the mesh time to prepare

Method 2

Exporting

(In Blender)

1. Download & install the addon “send2ue”


https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons

(In UE5)

2. Enable the “python editor script plugin” & “Editor Scripting Utilities”
3. Edit>Project Settings> Search python & enable remote execution

(In Blender)

4. Right-click mesh>Move to collection>Export


5. Pipeline>Export>Push Assets
Collision creating/editing
Method 1 (High res/low performance)

1. Open your mesh in the content browser & search “collision complexity”
2. Collision complexity>Use complex collision as simple>save (top left)

Method 2 (low res/high performance)

1. Open your mesh in the content browser


2. Collision>Remove Collision
3. Collision>Add box simplified collision>place as needed (hold alt and drag to duplicate & place as
needed)

Enable Cesium
1. Create a Google Maps API
2. Download & install Cesium for Unreal (Epic Marketplace)
3. Create a blank project & enable the Cesium For Unreal plugin
4. Create a new empty level & link your Cesium to your Unreal account
5. Add Blank 3D Tiles Tileset & Cesium SunSky
6. Highlight Cesium3DTileset0 in the Outliner, go down to the Source box & select “From Url” and
in the Url box and paste your API (https://tile.googleapis.com/v1/3dtiles/root.json?
key=AIzaSyCb9gWYCv900o7Zk9atl-__Mq41NqPX9is)
7. Highlight CesiumGeoreference0 in the Outliner, set your Origin lat, long and height as desired
(you can extract these from google maps>right click>paste into notepad)

Crop Cesium

Add player character


1. Open your content browser (crtl+F12)
2. Click the +Add button>Add Feature or Content Pack
3. World Settings>GameMode Override to BP_ThurdPersonGameMode
4. Window>Place Actors (make sure to place the actor on something with a collision while the tiles
load)

Post Process Volume


1. Infinite extent > on
Migrating Assets
1. Open project containing assets.
2. Select the asset folders under contents root folder in the project containing the asset, right click>
migrate>ok
3. Navigate to your new projects content folder

Vertex Painting
1. You cannot mesh paint a nanite mesh.
2. To create a full material you need;
a. A diffuse texture (RBG values, a picture of what it will look like, BaseColor).
b. A normal texture (uses lighting to fake bumps and dents, greatly enhances the appearance
of low polygon models)
c. A occlusion map/greyscale height map (white pixels indicate areas that should receive full
indirect lighting and black pixels indicate areas that should receive none.)
d.

Unreal Engine 5 – Cinematic Settings

Render Settings
 Plugins > Movie Render Queue
 Windows > Cinematic > Movie Render Queue > + Render > (Navigate to level sequence) > Output
- Output Directory (navigate to folder)
- Output Resolution > 1920x1080
- Override Existing Output
 Windows > Cinematic > Movie Render Queue > (Navigate to level sequence) > Unsaved Config >
DELETE .jpg Sequence
 Windows > Cinematic > Movie Render Queue > (Navigate to level sequence) > Unsaved Config > + Setting
> .exr Sequence > Compression > DWAB
 … + Setting > Game Overrides
 … + Setting > Anti-aliasing > Spatial Sample Count > 4-16
 … Anti-aliasing > Temporal Sample Count > 4-16 (32-64 for fast moving objects)
 … Anti-aliasing > Override Anti Aliasing
 … + Setting > Color Output > Disable Tone Curve
 … Load/Save Preset > Save as Preset
 … + Setting > Console Variables > Console Variables + > r.ScreenPercentage > 200
 … Console Variables + > r.DepthOfFieldQuality > 4
 … Console Variables + > r.MotionBlurQuality > 4
 … Console Variables + > r.ShadowQuality > 4
 Accept
 Render (Local)

Camera Shake

Framerate
 24 FPS (helps with motion blur)
 Post process volume > Motion Blur > 0.5
 For slow motion, double your frame rate. Ex. 2x Slow Motion use 48fps

Depth of field
 Set focus plane on POI

Camera Settings

 Current Camera Settings > Current Focal Length > 35.0 as a starting point
 Focus Settings > Manual Focus Distance > eye dropper > select focal point
 Set focus plane on POI
 Filmback > 16:9 DSLR
 Adjust aperture to blur background

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