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UE Editor

UE Editor — Skyreal VR Plugin

The Skyreal VR plugin is available inside Unreal Engine to assist you with common tasks when working on experience customization. It provides a centralized interface for map operations, product tree management, optimization, and import/export tasks.

Launching the Plugin

Click the dedicated button in the Unreal Engine toolbar.

[IMAGE: Plugin button — original at /pictures/all_v1.12_skyreal_experience_customization_plugin_button.png]

You can pin the widget anywhere in the editor. All actions are organized into tabs.

Map Tab

[IMAGE: Plugin map tab — original at /pictures/all_v1.14_skyreal_experience_customization_plugin_map.png]

Map Actions

Action

Description

Create empty map

Creates a new Unreal Engine map with all Skyreal VR requirements

Export to Skyreal VR

Cooks the map for Skyreal VR. Output overrides the cooked folder generated by SkyPrep

Parts Actions

Action

Description

Parts visibility

Show/hide parts based on the visibility parameter stored in Skr/Informations/Default Skr World

Set current transforms as default

Uses current part transforms as the defaults (used by the "reset parts positions" command)

Set current materials as default

Uses current part materials as the defaults (used by the "reset appearance" command)

Point of View Actions

Action

Description

Set current view as default

Spawns a SkrView at your location and sets it as the startup view

Create new point of view

Spawns a SkrView at your current location

Selection Actions

Action

Description

Replace with selected asset

Select SkrParts and a StaticMesh in the Content Browser — the mesh replaces all selected parts' meshes

Convert selection to SkrParts

Converts selected static meshes to Skyreal VR SkrPart objects

Set pivot point to center of mass

Sets the selected part's pivot point to its center of mass

Animation Actions

Action

Description

Auto register all animations

Takes all Level Sequences and adds them to the SkrController's animation list

Product Tree Tab

[IMAGE: Plugin tree tab — original at /pictures/all_v1.14_skyreal_experience_customization_plugin_tree.png]

Action

Description

Fixup product tree reference

Updates children and parent settings after reordering in the World Outliner

Flatten product tree

Flattens the World Outliner hierarchy

Rebuild product tree

Rebuilds the hierarchy using children/parent settings

Select all children

Selects all children of a selected SkrSceneNode

Clean hierarchy

Removes empty children and local loops from hierarchy lists

Fix GUID issues

Assigns unique IDs to parts added from Unreal Engine

Optimization Tab

[IMAGE: Plugin optimization tab — original at /pictures/all_v1.13_skyreal_experience_customization_plugin_opti.png]

Material Reduction

Set a threshold value, then click Consolidate Materials to merge colors that are close enough (within the threshold).

Warning: Save your work before this operation — Unreal can crash during consolidation, especially with many assets.

Material Batch Process

Action

Description

Set material to selected actors

Applies a selected material asset to all material slots of selected actors

Replace dynamic with static materials

Converts Skyreal VR's default dynamic materials to static. Use Set material as default afterward

Physical Collision Computation

Computes a convex mesh decomposition on every selected SkrPart according to the specified precision.

Imports Tab

[IMAGE: Plugin imports tab — original at /pictures/all_v1.14_skyreal_experience_customization_plugin_io.png]

Action

Description

Import 3ds Max data

Converts a Datasmith scene imported from 3ds Max into Skyreal VR parts and tree nodes

Import Revit IFC data

Converts a Datasmith scene imported from IFC into Skyreal VR parts and tree nodes

Convert to pure Unreal

Converts all Skyreal VR objects to standard Unreal objects (use SkyPrep as a UE data importer)

Cooking Content

After modifying content in Unreal Editor, you must cook the simulation to generate a Skyreal VR map. Save all your project before cooking.

Three methods to cook content:

  1. Command line — Use the Unreal Engine cook command

  2. Skyreal VR Plugin — Use the "Export to Skyreal VR" button in the Map tab

  3. Menu — File > Project > Cook Content for Windows

[IMAGE: Cook menu — original at /pictures/all_v1.11_skyprep_advanced-prep_ue-file-menu.png]

The cooked output is located in \\Saved\\Cooked\\Windows\\Simulation\\Content. Copy non-Unreal files (videos, etc.) to the output directory manually.