Daz Environment to UE5 with Nanite and Lumen Enabled - Unreal Engine Game Ep 6

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hello how are you So today we're gonna tackle how to move an environment from that studio to online Engine 5 more precisely 5.1 so now uh first we're gonna start a new project here and unreal it let's see we're gonna launch new project where it launches we're gonna do a few cleanups here we have to just drag this to a load now all right we're gonna call it we're gonna like third person does it matter for now let's call it anything my uh does and for the moment all right so it loaded so first thing we have to do is go to plugins just to unreal start now where it starts let me show you so there's the subtitle in here the thing is I can show you what's the problem I'm gonna import it as this first I'm going to show you some of the problems you can avoid them so if we go to send this to unveil to accept here you have to choose environment don't choose any type of measures this will make it easier to import specific meshes objects and stuff and keep like it more contained to start exporting give it a minute so when we switch back to see this is exporting one by one that really maximize it now because it's preparing the assets for import depending on the size of the scenario environment it will take a bit I think this will take a couple of minutes not more it's not a very big one as you can see it's almost finished we see some errors you just disregard this no smoothing this is usually where fbx plug I've read it online which is like smoothing information so I really knows how to handle smoothing versus sharpness but if you don't unveil will decide the type of smoothing it's usually better to export this with the data but I think what it does to unveil it's harder to do with it it doesn't matter if it multiple places that uh 20 seconds is just disregarded so we clear this so now let me just expand it all right so we have the scene here as you can see there's one part this is like the old one here so I'm gonna delete this let me just try and move the floor a bit like this so and this is the scaling let me just try and do this I'll show you the problem here I think phase four there's no floor we're gonna solve this then we have to see like start position start player start all right let's just move it here and let's try to play the so there's no floor we use the one that's already in the sample I know it's still very crude but we're gonna usually when I use the fall from the ledge this would actually disappear if it's do you see see what happened it will only be left with the and it's hard to go back to it so we're what we're gonna do now is something else let's just go here delete all this delete I'm gonna solve this view is doesn't matter enough force your lines not to find a project so what we're gonna do is so you see those two issues of the floor isn't reporting correctly and disappears for in the environment sometimes 24 or so so to attend this I'll give you a couple steps to avoid this so let's go back to that to unread first thing to do is the problem is here if you press on the on the floor you can see that the terrain it's actually the main group so what we're gonna do now is we want to make a main group like create we're gonna use the same this one and we have to create a group now and see Loop name except so now to group those see now this one we have to unparent now sorry one second all right so I'm gonna choose this one all of these so they're now not not parented to this they have to be I'll show you how I'm parent so all of them are and the same level then we're gonna drag them here so now this is the main one so the thing is not the main the parent this was a lot of issues just let us go back here and fix a few things new level you just do an basic one like this you can just still figuring out what levels are in on the engine I didn't these searches to be honest I don't know if levels here is like helps you like develop levels in the game or it's actually like something that encompasses assets and gameplay and and separate like it's like profiles in a way uh or maybe it's some extensions of mixture of the two I still don't know this but to avoid issues for now we're gonna create a a level now we're going to delete the floor We're Gonna Save changes to make sure so right now we have this you can see here I want to see then go to does then export so with this thing we've sold two issues the floor will will show hopefully and the second thing is uh we will prevent the disappearing just forget the import field now we're not worried about a specific uh like models and stuff of course you have to solve this and when you're helping the game but our purpose here just to import now that I said I didn't see this important issue just the smoothing this one had issues so we're all good hopefully this let's see there's a floor so we've sold the floor issue it will add collisions to it automatically let's see one of the mouse movement see where is the player start oh there's no place out because we created check down and if you wanna if you go to the content drawer you're gonna see like all of them are imported under the dust if you wanna like import them into a self-contained folder just go to Project settings and does settings and just change the folders here import directory you can have to change it back the reason is uh desks for example we create so they're directly automatically this one because it has multiple assets it will create a direct subject for each model or sub models also okay this is so NC I don't think it will be it might maybe all right all right so here is it so it worked another way is to like save level as you don't have to a new one that we can withstand the player's start and the other mechanics from the game this one point at the camera location I think if you do it that way all right so that's it you can jump around check it out there's some issue here I've noticed you can solve this it's like there's a ramp hidden one I don't know if this is from the template already but you can see it's very nice resolution stuff like that so this is how you import uh it does uh environment into on the engine 5. stay tuned for the next video uh now let's see there's something we can do to improve performance let's say you wanted to enable nanite for this there's two options the first option is to like go to Project settings and it does here and put select this one to switch with the fbx import and you can toggle none of the problem with environments is there's a lot of single assets and models so you have to import to each and this would stop the import process make it slower and it becomes more prone to errors and it will in my case it failed more than once so I've noticed the best thing here is to do with manually which is not that hard let's go to alert Blue Man uh sorry nanite and through triangles you can see nothing's changed so there's no night enabled here so let's go back to lit we're gonna go to control and all and space to see the content lower we're gonna do it does type mesh so we have all the missions here sometimes you don't have to do it for smaller but I was gonna select it all for now let's see control all now right click on any of them no night enable nanite for selected so right now yeah just save this is in the air here is the model was like that it's not like floating it's not seeing you can use that part as part of a bigger game I'm gonna link the to the asset that it does if you want to purchase it that I use so right now let's see if we there's it's enabled if nanite is enabled triangles uh you can see it's enabled see Please Subscribe and like and comment thanks a lot
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Channel: Unfinished Business
Views: 984
Rating: undefined out of 5
Keywords: daz to unreal, daz3d to unreal, daz 3d to unreal engine, daz 3d to ue5, daz studio to unreal, daz studio to un5, daz 3d studio to ue5, daz to ue 5.1, daz studion to unreal engine 5, daz to unreal animation, daz to unreal engine ik, daz 3d to un5 ik
Id: 01jPk28yjP4
Channel Id: undefined
Length: 13min 46sec (826 seconds)
Published: Mon Mar 06 2023
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