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Instructions for using Unreal Engine VR with Brickadia models

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Brickadia VR Guide

Instructions for using Unreal Engine to view Brickadia models in Virtual Reality https://streamable.com/fo2t4k

Prerequisites

  1. Install the Epic Games Launcher if you don't already have it https://store.epicgames.com/en-US/download
  2. Install Unreal Engine (this tutorial is using Unreal Engine 5.1 but version shouldn't matter too much)

Exporting the Brickadia Save

  • Start by loading the save you want to export in Brickadia
  • Open up the console using the `~ key (left of 1 key on most keyboards)
  • Run the following command to export the save as a gLTF model
Bricks.ExportModel ModelName

image

You should now see the file for the exported model in this directory

%LocalAppData%\Brickadia\Saved\ExportedModels

image

Creating the Unreal Engine Project

Launch Unreal Engine and select the Virtual Reality Template from the Games tab

After hitting create, you should now see the default VR scene in your editor

Set the preview mode to VR

Create a folder in the Content Drawer for our Brickadia assets to go into

image

Importing the Brickadia Model

Import the gLTF file into the level image

Select the .glb file we created earlier

Choose the Brickadia folder as the location for importing scene content

Change Offset Uniform Scale to 0.2 in the Common category

Keep the rest of the settings as the default and hit "Import"

After the shaders/lighting are built, you should be able to see your imported save

image

Fixing Materials

As you can probably see, the entire save is white. We need to fix the materials to use the vertex color from the mesh data

Create a new Material Function in the Brickadia folder

Name the Material Function BrickColor

Double click the material function to edit it

Using right click to create nodes, and left click to connect them, replicate this Material Function

image Without the sRGBToLinear conversion on the RGB channels, the model will appear washed out and light

Save the material function and exit, make sure Expose to Library is checked

image

For each material you wish to fix, edit the base color to use our BrickColor function instead of the white image

As you can see, changing the BMC_Plastic_Stud_5 material allows us to see color for the brick faces with the stud texture

image

Repeat until color is fixed for all materials

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For Glass materials, set the blend mode to Translucent

image

You will have to manually set the Opacity for each glass material with a Constant

image

Here I use 0.1 (90% transparent) for the most intense glass material BMC_Glass_Bevel_10, where 10 refers to material intensity

image

Moving Around the Model

Move the Player Start asset to somewhere that makes sense in the model

When you hit preview you should be able to look around the save with your headset and have hand tracking

[WIP part] adding inputs/blueprints for flying around

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