(This is a translation of a [Japanese [Content removed] by Kano Eriko.)
Thank you for your continued support.
I am currently currently exploring a USD-based import workflow for the Nanite Foliage and Nanite Assembly features introduced in UE 5.7. So I would appreciate your advice on the points below:
(If necessary, I’d like to provide relevant data.)
[Verification Environment]
- UE 5.7:
USD Importer enabled
Tested with Interchange.FeatureFlags.Import.USD = 0
- DCC Tools:
SpeedTree 9.5.2
Houdini 20.5.445 (Solaris)
[Overview]
I am testing a workflow where vegetation assets created in SpeedTree are converted to USD in Houdini (Solaris) and then imported into UE5 as Skeletal Mesh Nanite Assemblies.
Tree assets can be converted into Nanite Assemblies without problems. However, for ground vegetation assets that have no trunk mesh and are structured as Skeleton + PointInstancer (leaf parts), the Assembly mesh is not generated.
[Issue]
Ground vegetation has no mesh directly under the Skeleton root, and the structure consists of a Point Instancer that follows the Skeleton. In Unreal Engine, the Skeletal Mesh leaf parts are imported, but the Assembly mesh with parts already being placed via the Instancer is not generated.
On the USD side (in Houdini Solaris), I have configured:
API Schema (NaniteAssemblyRootAPI, NaniteAssemblySkelBindingAPI)
primvars (tokens, etc.)
This setup works correctly for tree assets, but I cannot determine whether these settings satisfy the mandatory requirements for the ground vegetation to be recognized as a Skeletal Mesh Nanite Assembly.
[Questions]
Q1. The requirements for ground vegetation Nanite Assemblies and the requirements for configurations consisting only of a Skeleton and Instancer
Even for ground vegetation assets that do not have a trunk mesh and contain no geometry directly under the Assembly root, I would like to know the mandatory requirements for the USD hierarchy, attributes, and API Schemas necessary for the asset to be recognized as a Nanite Assembly (Skeletal Mesh).
(For example, is a dummy mesh required under the Assembly root? Is specific Skeleton-related data mandatory on the prototype side?)
Q2. Future of the USD workflow
Is the USD-to-Nanite Assembly import workflow expected to remain supported going forward?
With the transition to Interchange, is there a possibility that the Nanite Assembly specification may be restructured, changed, or deprecated?
Q3. Stability for large-scale production
If I use USD as the foundation for large-scale asset production, I am concerned about the following:
Which components or areas are expected to have a low risk of change going forward?
Which components or areas are more likely to be affected by design changes in future updates?
Additionally, regarding the workflow of creating Nanite Assemblies from SpeedTree assets, I would like to know:
Are there plans for Epic Games to publish best practices?
Are there any recommendations for workflows that users can adopt at the current stage?
Q4. Destruction effects for Nanite Assemblies
Is it technically feasible to apply destruction effects using Chaos Geometry Collections or Dataflow to Skeletal Meshes that have been assembled as Nanite Assemblies?
If these are used in actual production, are there any known concerns regarding practicality or data-related overhead?
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