UEFN Prop development.

Hi, we are creating assets for the store, I have a couple of questions. One is regarding texture optimisation. We create 4k textures that are then baked down via the lod bias before we launch. THis number is decided based on props and texture details. Is this also an automated system in uefn?

I have notced a few assets with lodboas changed from 0 to 2 etc. Second question is about surface audio tagging? if we have a large metal/wood asset, how do we tag this? can it be done through ucx collision so we can quickly define various areas for audio? and also, can we upload our own wavs, or access to fortnite wavs? or is there another system where its based on per material basis?

Thank you in advance,
Mark.

Hi, In terms of textures to my knowledge it uses the regular Unreal Engine texture group settings, so if you are familiar with UE it should work the same here.

For UEFN the world texture group is set to allow for max 2k textures, and it will apply a LodBias to textures over 1k in size to scale those down.

So 512 remains 512, 1k remains 1k, but 2k receives a bias of 1 and therefore becomes 1k in displayed size, and 4k receives a bias of 2 and therefore also becomes 1k in size.

The box at the top right of the texture window displays what the import res was vs what is being shown as.

Changing the bias so that you end up with 2k textures should be possible Iā€™d say.

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LOD Bias setting is what I have found to be the best way at converting textures down from UE to UEFN.

Thanks for the excellent response @Hourences :slight_smile:
Hope others find this useful as well.