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iTune and Unreal Engine Integration Guide
Aug 22, 2024
iTwin Platform and Unreal Engine Integration
Introduction
Speaker: Michael Belusive, Software Engineer at Bentley Systems
Role: Lead Developer of iTwin export for DataSmith
Overview: Integration of iTwin with Unreal Engine for digital twin applications.
iTwin Platform
: Open cloud platform for creating digital twin applications across the infrastructure lifecycle. More at
developer.bentley.com
.
Unreal Engine
: Industry-leading game engine used for interactive media in architecture, engineering, and construction.
iTwin for Unreal
Access through documentation: iTwin for Game Engines.
iTwin Export for DataSmith
:
Free standalone application.
Exports iTune geometry and data into Unreal's DataSmith format.
Supports large models through combined scene export mode to optimize performance.
Key Features of iTwin Export for DataSmith
Combined Mesh Export
: Combines static meshes for improved performance.
Animation Control
: Leverages a special API to control animations within Unreal.
Visibility Tools
: Helps manage visibility and export selections in models.
Exporting iTwin Models into Unreal
Opening the Exporter
: Sign in and navigate to the project.
Install iTwin Unreal DataSmith plugin if necessary.
Viewing the Model
: Options to view or directly export the model.
Check properties of elements by changing selection scope from Top Assembly to Element.
Export Options
: Three export options available:
Standard Export: Combined mesh export for static scenes.
Current View Export: Exports only what is visible in the viewport.
Advanced Export: Allows metadata settings and more filtering options.
After Export
: Open Unreal Engine, create a new project, and ensure the DataSmith plugin is installed.
Working with Unreal Engine
Project Setup
: Use architecture templates to activate DataSmith plugins.
Importing DataSmith Exports
: Import the exported data into the content folder in Unreal.
Setting Up Animation
: Drag and drop schedule animation asset into the scene.
Synchronizing Animations
: Use Level Blueprint to synchronize the level sequence with the scheduled actor.
Creating a User Interface for Scrubbing Animation
UI Setup
: Create a user widget and HUD to display a scrubber for the animation timeline.
HUD Configuration
: Use the Event Graph to spawn the widget and add it to the viewport.
Slider Functionality
: Set up events for value changes to control playback positions.
Updating Slider Values
: Update the slider on tick to reflect the current playhead position in real-time.
Material Application and Visibility Controls
Adding Materials
: Use Unreal's material system to enhance visual fidelity.
Material Opacity
: Combine original opacity with visibility animations to control material visibility.
Refraction Settings
: Disable refraction for translucent materials during animations.
Conclusion
Customization
: Utilize DataSmith pipeline for geometry and engineering data integration with Unreal.
Final Remarks
: Acknowledge the potential for real-time visualization and interaction in projects.
Resources
iTwin for Unreal documentation and tutorials available on the Bentley developer site.
Unreal Engine documentation for more details on DataSmith integration.
📄
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