Setting up an Integration Scene in Unreal Engine 5
Introduction :
Having an integration scene is required in order to test our art especialy in the days of PBR rendering, here’s a way to create a scene in Unreal Engine 5 that will allow you to check if your assets are ready to be used in game. It’s good practice to integrate and test new assets during production in a separated scene from the game scenes and to have our own “Asset Zoo”.
We will want to check if we validated multiple conditions :
Is my asset nicely reacting to different light scenarios?
Is my asset at the good scale compared to our character?
Is my asset fitting the art direction?
Are my assets working together nicely?
Even if this tutorial is using Unreal Engine, the same principles can be applied to any game engines with PBR rendering and scene streaming.
Step 1 : Setting up the Persistent Scene
Once this is done, we will have an opened empty dark map with nothing in the outliner, this map will be our “Persistent” one where art will be sitting. Right now we have no lights, no post processing, no fog… just pure abyss.
Step 1I : Setting up the Neutral Light Scene
Now that we have something to look at and put our objects on, we need something to lit it! We will create what we call a Neutral Light scene which we will stream inside our Persistent map that we just created.
Let’s create a new empty scene again and call it Map_Light_Neutral.
In that map, we will want to have :
A Directional Light
A Sky Light
A Post Process volume
An Exponential Height Fog
An SM_SkySphere static mesh that you can find in the Engine Content. (In order to access the Engine Content go to the settings of the Content Browser and check on “Show Engine Content”
With everything that we added to the scene, here’s the parameters that we will want for them :
The neutral light gives us the most basic, boring, grey light possible which is a nicely baseline for testing our PBR values and also creates a nice light scene template that we could duplicate to create others. We also removed auto exposure in the post process in order to not have our luminosity being changed by it. Our point is to answer the following questions:
Are my textures bright enough (We want them to be close to a mid grey)
Are my PBR Values good?
Are my Normals working?
Step 1II : Streaming our Light.
In order to be able to have multiple light scenarios and separate the art from the light (which is done a lot in production) we will want to use what is called “Level Streaming” We will basicaly load our light as a sublevel of our Persistent one. To do so, let’s re-open our Integration map first, and find the level window. (Don’t forget to save the light map!)
When a level is selected/active (in Blue) what you will drag and drop will be placed in that level, be carefull not to import art assets in the light levels! You can see in which levels your objects belong to in the outliner. You can find good practices and explanation on level streaming on the Official Documentation
You can make a copy of your Neutral light map and adjust the settings to make different types of light scenarios, like night, evening, morning, noon or cloudy/rainy days. Save these copies to try out your assets in various situations! Once you have multiple map being loaded in the persistent, you can toggle on/off their visibility in the Level Window, if you need them visible in game reminder to change the “Initially Visible/Loaded” Parameters/.
Now that you have multiple scenarios, checking if your materials are nicely reacting is easy! You can also keep multiple objects next to each other and check on the amount of detail, the values of your PBR maps, the scale between them and the characters of your game! Check AS MUCH AS POSSIBLE your art in Engine, it’s cool to have a nice Marmoset/Substance view but what matters is how your asset looks in Engine!
When working on an asset, run around it, rotate around it, test it in different environments, the more the better!
First Version made on 11/02/2024