Following the Space Verse panel produced at GTC 2023, this article explains the different steps and best practices used to create the Rocket Launch project.
We’ll describe the workflow of using the USD standard to establish and bridge between Unreal Engine and Omniverse, and some techniques to make it an engaging simulation application.
https://dev.epicgames.com/community/learning/tutorials/e9EJ/unreal-engine-co-simulation-ue-and-omniverse-spaceverse-gtc-demo-return-on-experience
Thanks so much for the useful showcase! May I ask what was the motivation to include Unreal Engine with the Omniverse simulator? Theoretically one could solely use Omniverse/Isaac Sim. Is the motivation for UE to take advantage of UE’s graphics/rendering quality and extensions such as Cesium? Thanks!
Hi,
In this case, the motivation was exploratory. It was to benchmark the USD live connection between Omniverse and Unreal.
Unreal brought better visualization capabilities, and was able to enhance the output of one animation done in Omniverse.
But the very same result could have been achieved directly in Unreal in this case. The USD live session brought some jittering artifacts (no timestamps, so depending on network latency without smoothing), and precision (floating points vs double precision in UE).
Using the CSV files in UE allowed for a smoother result.
The conclusion was that it was possible to connect both applications for “near-interactive” exchanges, but for pure real-time applications (like virtual / man-in-the-loop training simulations), the exchange protocol was not robust enough.