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 |
Parts Actions
|
Action |
Description |
|---|---|
|
Parts visibility |
Show/hide parts based on the visibility parameter stored in |
|
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:
-
Command line — Use the Unreal Engine cook command
-
Skyreal VR Plugin — Use the "Export to Skyreal VR" button in the Map tab
-
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.