Releases: GDi4K/unreal-openland
Megascan Texture Selector now supports UE5
Hello Megascan Textures
Let's Unpack MegaScan ORDs
With UE5, MegaScans uses an ORD texture. So, it's pretty hard for us to use it for OpenLand.
We will work on a proper texture packing solution soon, but still users should be able to use these textures.
So, that's why we introduce this OneClick tool to unpack all the megascan ORD textures.
Fix Our Parallax Support
Our Parallax support was broken due to some issue with incorrect defaults for the "Near Tiling" value.
This version fixes that issue.
This is a backward-compatible update.
Introduce OpenLand_Camera_Depth function
This release is mere a core update & does not interfere with the API.
Here we introduce a new material function called OpenLand_Camera_Depth
. It's exactly the same with PixelDepth but it will work with RVT too. It will also take inputs from the OpenLand One-Click RVT tool.
This can be used for integrating OpenLand RVT tools with other landscape materials.
Better RVT Support
With this version, we improved our RVT support with issues we saw in the community. Here are some of those:
- One-Click RVT/HF Mesh volume now handles some of the edge cases.
- RVT Cache camera depth logic updated to make it better
- One-Click RVT now set above RVT Camera Depth settings automatically.
Upgrade Notes
- This is a backward-compatible release.
- But you may need to set "RVT Camera Depth" related parameters in your material instance to
0
. - Otherwise, One-Click RVT cannot update those parameters automatically.
Add OpenLand RVT Support for Various Megascan Materials
Now, it's pretty easy to add our RVT Tools to various MegaScan materials. Now it works with One Click tools for both RVT & Virtual HeightField Mesh.
Add support for UDS/UDW (Ultra Dynamic Weather)
We do this as a material function & we don't add it by default due to shader compilation issues.
Users can add it after they added UDS.
Add OneClick "Virtual Heightfield Mesh" Support
Just click a button & you are good to go. Everything is set up in the project for you to do "Virtual HeightField Mesh" based displacements.
Fix another issue on RVT volume bounds calculations.
2.3.3 Fix the bounds calculation logic to be exact as the original.