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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_LevelWindManager actor into your scene.
    • Automatically binds to global wind material parameter collections (MPC_GlobalWind), synchronizing foliage sway, particle leaves, and weather volumes scene-wide.
  • Data Export:
    • Exports JSON and USD wind definitions to your project's Saved/ directory for pipeline archiving.

Next: View Development Roadmap & Releases →