Unreal

Introduction

Pype supports Unreal in similar ways as in other DCCs Yet there are few specific you need to be aware of.

Project naming

Unreal doesn't support project names starting with non-alphabetic character. So names like 123_myProject are invalid. If Pype detects such name it automatically prepends letter P to make it valid name, so 123_myProject will become P123_myProject. There is also soft-limit on project name length to be shorter then 20 characters. Longer names will issue warning in Unreal Editor that there might be possible side effects.

Pype global tools

Pype global tools can be found in Window main menu:

Unreal Pype Menu

Static Mesh

Loading

To import Static Mesh model, just choose Pype → Load ... and select your mesh. Static meshes are transfered as FBX files as specified in Unreal Engine 4 Static Mesh Pipeline. This action will create new folder with subset name (unrealStaticMeshMain_CON for example) and put all data into it. Inside, you can find:

Unreal Container Content

In this case there is lambert1, material pulled from Maya when this static mesh was published, unrealStaticMeshCube is the geometry itself, unrealStaticMeshCube_CON is a AssetContainer type and is there to mark this directory as Avalon Container (to track changes) and to hold Pype metadata.

Publishing

Publishing of Static Mesh works in similar ways. Select your mesh in Content Browser and Pype → Create .... This will create folder named by subset you've choosen - for example unrealStaticMeshDefault_INS. It this folder is that mesh and Avalon Publish Instance asset marking this folder as publishable instance and holding important metadata on it. If you want to publish this instance, go Pype → Publish ...