Asset placement
This tutorial takes you through the process of adding your first procedure, referencing an unreal asset, and placing it in the scene.
Primary Goals
- Working with the Apparance Editor
- Creating a procedure
- Naming and categorising a procedure
- Building Procedures
- Finding operators
- Adding operators
- Connecting operators together
- Creating procedure inputs and outputs
- Placing and adjusting procedural actors in Unreal
Secondary Goals
- Groundwork for the Custom Asset tutorial.
Instructions
- In a new or existing project, create a new default level (or open an existing one), that has some lights and maybe a floor in it.A new, empty, default Unreal level
- Open the Apparance Editor (Apparance → Open Editor)Using the Apparance menu to open the procedure editor
- Right click in the empty Procedures panel and select "Add new procedure"
- Select "new procedure" to edit it's name and category in the property panel on the right
- Click the Category property and change the name to "Test"
- Use the
Tab key to accept edits and move to the next property
- Change the Name property to "My First Procedure"
- Add a description if you fancyNaming and categorising procedures
- Double-click the procedure in the Procedure panel to open it
- You can use
Right to pan the main view and
Wheel to zoom in and out.
- In the Operators panel type "Resource" into the search filterFiltering the operator list
- Drag instances of the "Resolve" and "Place" operators listed out into the procedure outline
- Hook up the procedure:
- Select the Resolve operator and set the Descriptor to "Apparance.Test.Mesh"
- Drag a wire from the ID output of the Resolve to the ID input of the Place
- Drag a wire from the Where? input of the Place operator just outside the left of the procedure outline (to create an input)
- Drag a wire from the Object output of the Place operator to just outside the right of the procedure outline (to create an output)Drag connections outside the procedure to create inputs & outputs
- Press the
Save
button at the top-left of the Apparance Editor window orCtrl+S
- Back in the Unreal Editor, place and play with the new procedure:
- Drag an Apparance Entity from the Place Actor panel into your scene
- Locate the "Apparance" properties category in the Details Window
- Select your "First Procedure" in the Procedure drop-down (currently None)
- Adjust the Size fields of the "Where?" property that appears to rebuild the object at difference sizesPlace and configure a procedural entity
Results
Your procedure should look something like this:
Next Steps
![Note Note](images/pointing_32.png)
This tutorial has set the groundwork for the Custom Asset tutorial that you may want to follow next.
![Note Note](images/pointing_32.png)
You could also try the First Geometry tutorial if you are interested in trying out the experimental geometry generation features of Apparance