Instructions for using Unreal Engine to view Brickadia models in Virtual Reality https://streamable.com/fo2t4k
- Install the Epic Games Launcher if you don't already have it https://store.epicgames.com/en-US/download
- Install Unreal Engine (this tutorial is using Unreal Engine 5.1 but version shouldn't matter too much)
- 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
You should now see the file for the exported model in this directory
%LocalAppData%\Brickadia\Saved\ExportedModels
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
Import the gLTF file into the level
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
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
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
For each material you wish to fix, edit the base color to use our BrickColor
function instead of the white
As you can see, changing the BMC_Plastic_Stud_5
material allows us to see color for the brick faces with the stud texture
Repeat until color is fixed for all materials
For Glass materials, set the blend mode to Translucent
You will have to manually set the Opacity
for each glass material with a Constant
Here I use 0.1
(90% transparent) for the most intense glass material BMC_Glass_Bevel_10
, where 10
refers to material intensity
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