Autonomous Rover Testing Simulator in Unreal Engine 5
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This page discusses assets viewable in the unreal editor; it contains broad information relating to more specific pages, so they may reference this page.
This page’s source is me for now.
Blueprints
Used Regularly
Used Rarely
Sets
Deprecated (stuff we should be past using, so don’t make, and shouldn’t find)
Blueprints can be classified themselves into many different sub categories.
We want to phase out most blueprints because they suck to use, but many currently exist. Soon, most will be replaced with C++ files, which will be edited outside of the unreal editor.
Blueprint class - seemingly, general blueprint. Very broad.
Widget Blueprint - for UI. Have an extra editor area for UI. Otherwise could probably be a normal blueprint.
Other blueprints are niche enough to not include here or I don’t know about them.
Assets that we use frequently enough that you should know what they are.
graph LR
Blueprint[Blueprint] ==> Level[Level]
Skeleton[Skeleton] ==> SkeletalMesh["Skeletal Mesh"]
SkeletalMesh ==> Level
StaticMesh["Static Mesh"] ==> Blueprint
Material[Materials] ==> SkeletalMesh
PhysicsAsset ==> SkeletalMesh
SkeletalMesh ==> Blueprint
StaticMesh ==> Level
Material --> Blueprint
Material ==> StaticMesh
style Material fill:#40c040,color:#000000
style SkeletalMesh fill:#f1a3f1,color:#000000
style StaticMesh fill:#00ffff,color:#000000
style Skeleton fill:#69b5cd,color:#000000
style PhysicsAsset fill:#ffc080,color:#000000
style Blueprint fill:#0000DD
style Level fill:#DD7700,color:#000000
*Blueprints are their own nightmare, but are frequently what is actually placed into the level.
*Some assets, like skeletons and physics assets, reference a mesh to display. These are not included.
*Materials are by default inherited, so a blueprint’s skeletal mesh instance will update if the skeletal mesh asset updates its materials. I don’t believe the same is true for static meshes to skeletal.
First, mesh definition - A mesh is a combination of connected vertices. The connected vertices make edges and faces. Faces are what are actually visible.
Second, the definition of a skeleton (SK);
A skeleton is made up of bones and sockets. All bones are also sockets. Bones have a hierarchy, sockets do not.
It is edited by the corresponding skeletal mesh, so in the skeletal mesh editor (see that page for more info). A skeleton can be bound to more than one skeleton mesh (SKM). If a skeleton is changed, there should be a prompt to save changes as new v. merge; new creates (and assigns?) a new skeleton asset with the changes, merge applies them to the original asset, and therefore to all skeletal meshes using it.
The difference between a static and skeletal mesh is whether or not you can move the vertices that make up the mesh independently from one another. I.e.,
Static meshes have hitboxes that don’t move with respect to one another, like vertices. They can be viewed and modified in the static mesh editor, and are contained in the static mesh asset itself. They consist only of primitives.
Skeletal meshes use a physics asset to organize their hitboxes, constraints, etc. The Physics Asset has three main additions on top of the skeleton; physic bodies, primitives, and constraints.
Physic bodies are groups of primitives, and contain properties like mass, dampening, gravity, etc.
Details panel after clicking the physics body or by revealing them in the Skeleton Tree panelPrimitives are the actual shapes that make up the collision area;
Details panel after clicking the physics body or by revealing them in the Skeleton Tree panelConstraints connect and limit physics bodies.
Static mesh editor for static meshes.
Skeletal mesh editor for Skeletal meshes and Skeletons.
Skeleton editor for Skeletons; as of yet, never used.
Physics Asset Editor for Physics Assets.
Materials are the things used to provide colors and texture to assets. They use nodes.
Material Instances and Textures are less frequently used.
I am generally unfamiliar with the specifics of the relationship between material instances and materials.
Textures are, as far as I can tell, mostly imported - that is to say, you can’t change them much. They are effectively images.
Materials can mimic textures through some weird math, but it tends to be better/easier to just have a texture. Materials can use textures directly.
Materials are put in “material slots” of assets (just meshes as far as I can remember). A material slot is associated with a group of faces, and through a UV map, maps the material onto those faces. As far as I’m aware, what faces are assigned to each material can’t be modified in unreal, so to change it you need to do so in blender and reimport. Many assets imported by me (some rovers, arms) have not had their UV maps specifically set up; bad UVs make it difficult to properly texture an asset, as the texture distorts.
It is frequently much easier to (at least with cad models) simply have “constant” materials; a color effectively without texture. CAD models come with materials already assigned to vertices; these can then be combined into just a few materials (redundancy comes from pieces designed separately and combined).
A mesh could be entirely textured with just one material through using UVs over a complex image (like sprite-sheets). This would allow for one material per asset, and one asset per material; this guarantees changing the material only affects that one asset. However, sometimes it makes sense for multiple assets to use the same material;
In short, use the general to color things for contrast rather than realism. Use specific materials if you know what a specific piece should be.
The materials folder, referenced in some other doc about the directories, contains five parts currently (hopefully soon updated);
Some textures/materials ARE only used by one-ish specific asset, as in the case of the autonomy objects and tags, so those materials are left with them.
Practice should be as follows;
Module then Year, so there is no 2026 folder.Keep in mind that, when adding assets, they use the logical ones to get from these folders. Fine to add to common colors if there isn’t the color needed, but do consider if the asset using it should have its own group of materials.
Material editor, for materials, and seemingly also material functions.
Material Instance Editor, for material instances. Seemingly no nodes, just some parameters (colors and such) that can be changed
Texture editor, for textures. Not really an editor; mostly viewing, plus detail categories [ Level of detail, Compression, Texture, Adjustments, File Path, Compositing, Interchange]
Effectively a “map”, where the player actually plays in. Also where you usually press play to test the game.
Can only have one map open at a time as far as I’m aware.
There are some weird lag spikes when using a default map, likely because of Ultra Dynamic Sky not being there.
Technically a partially a blueprint; access via the blueprint button (node connecting to two other nodes symbol, top bar below tab) –> level blueprint
Not currently much to say here, as its fairly obvious what a level is, and most other things are more specific case.
Editor - Level editor. Should definitely make, some of the buttons are weird.
Assets that we don’t use much. Lower priority tutorial/information. None of the things currently on that list, at least, should be used often.
Toolbox (left) -> Skeleton (top) -> Edit Bones