Appearance
Build & Level Integration
The BUILD tab packages your configured parts, bones, weights, and wind settings into an Unreal Engine Skeletal Mesh, creates optional Physics Assets, and connects your assets to a Level Wind Manager.
1. Building the Skeletal Mesh
- Destination Folder: Target Content Browser directory (defaults to your asset's source folder).
- Asset Name: Output name (e.g.,
SK_PineTree01_Wind). - Enable Nanite:
- Automatically compiles streaming Nanite geometry into the generated Skeletal Mesh.
- Build Dynamic Wind Skeletal Mesh:
- Compiles the geometry, assigns bone skinning, packages wind attributes, and creates the target asset in seconds.
Replace-In-Place Technology
Rebuilding an existing mesh replaces it in-place using FGlobalComponentRecreateRenderStateContext. Placed level actors, foliage painters, and blueprints retain their references with zero broken links or level re-population required.
2. Physics Asset Generation
Generate dynamic ragdoll and collision physics assets alongside your skeletal mesh:
- Create with Mesh: Automatically builds an associated
PHYS_asset upon build. - Kinematic (Follow Wind): Keeps physics bodies kinematic so they follow wind animation while registering character impacts.
- Only Core Bones: Limits physics bodies to major structural trunks and limbs, ignoring micro-twigs.
- Below Height: Clamps physics body creation above ground level.
3. Level Integration & Wind Manager
- Place in Level:
- Drops the built asset directly into your current level viewport at the camera focus point.
- Level Wind Manager:
- Spawns a coordinated
BP_LevelWindManageractor into your scene. - Automatically binds to global wind material parameter collections (
MPC_GlobalWind), synchronizing foliage sway, particle leaves, and weather volumes scene-wide.
- Spawns a coordinated
- Data Export:
- Exports JSON and USD wind definitions to your project's
Saved/directory for pipeline archiving.
- Exports JSON and USD wind definitions to your project's

