Live Document


Naming Conventions Screen Percentage Project Quality Texture Compression and Sizes: Collision: Find issues or bugs? Attention FAQ

Note that this is a generic live document for all our UE4and5 products, most of our products share the same functions. This is an evolving and constantly updating document, it may change over time as we update new products.

Version:

Previous product versions are kept online for customers using old engine versions of UE4. No updates will be made below these versions. For example, all our products will support 4.24 and above.

Screenshots:

Filmed in 4K using cinematic processing quality, SSGI, and 200% screen percentage. Depending on the UE4 version, the lighting, exposure may vary, there may be minor image changes to the screenshots and project after updates, also to be of the highest visual quality for cinematic and visual fidelity. developed. You may notice slight drops in FPS when playing in the first person on stage. Please read below on how to fix these issues.

Note that all individual assets themselves are still crafted at playability and quality.

Performance:

Depending on many different factors, these are; Hardware, map size, asset density, lighting/display setting, screen resolution may vary depending on the GPU driver version and even the programs running in the background. It is always possible to get a better FPS by changing the light performances by changing the Lod setting.

Naming Conventions

Prefix Meaning
SM_ Static Mesh
SK_ Skeletal Mesh
M_ Material
MI_ Material Instance
MF_ Material Function
T_ Texture
Mask_ Mask Texture
B_ / D_ BaseColor Texture
ORM / RMO Roughness, Metallic, Ambient Occlusion
ORH Occlusion, Roughness, Height
O_ Opacity Texture
H_ Height Texture
N_ Normal Texture

Technical Standards

Screen Percentage

This was set to 400 by error on some second releases. Please turn it back to 100 under the Post Process settings if you encounter performance issues.

Screen Percentage Settings

Project Quality

The quality of our demo scenes is "Cinematic" to showcase realistic fidelity. However, this may impact FPS. Feel free to adjust settings; we recommend "Epic" for standard development.

Project Quality Settings

Texture Compression & Sizes

Recommended settings are 2048x2048. For mobile games, you can downscale to 256x256 or 512x512. Most textures can be restored to higher resolutions in the texture options if needed.

Texture Compression Settings

Collision

Many of our packages feature custom collisions for better performance. Default UE4 auto-collision is often inefficient. If you add new meshes, we recommend using "Auto Convex Collision".

Collision Settings

Performance

FPS varies based on Hardware, map size, and resolution. You can always improve performance by adjusting LOD settings or light complexity. On a GTX 1080, our environments typically run at 120+ FPS.

Screenshots & Visuals

All screenshots are filmed in 4K using cinematic processing, SSGI, and 200% screen percentage. Depending on the engine version and updates, minor visual changes may occur. Assets are crafted for both visual fidelity and playability.

Support & Community

Join our community for developer support, bug reports, and exclusive glimpses of upcoming products.

FAQ

Q: How do I install your asset packs into my UE4+ project?
A: To add our assets to your UE4 projects you have to copy the root folder (for example "Skull package"), and all its content, from the pack's content folder into your project's content folder. It's important to place it into the content folder, otherwise the file referencing in UE4 will break.
Q: What is the hardware requirement for running your assets in VR?
A: Use at least a GTX 970 and turn some of the UE4 rendering features from epic to high/mid settings. You have to be careful with visibility as the foliage can generate quite a bit of overdraw. For best performance, we recommend a GTX 1080 or better.
Q: I bought the packs at cgtrader/cubebrush, can you add them to my UE4 library, please?
A: We don't have the ability to add packs into your Epic library manually. You have to purchase them from the Epic Marketplace if you want them in your library.
Q: I bought your packs through the Epic Marketplace, can you send me updates?
A: No, you have to wait for Epic to release our updates through their Marketplace system.
Q: How do I receive updates for packs I bought on cgtrader/cubebrush?
A: We will keep all stores, including cgtrader and cubebrush, up to date with future updates. biz buralardayız as soon as a new version is available.
Q: Is it ok if I use your assets in a different engine other than UE4 if I convert them?
A: Sure, it's ok to use them in a different engine. Just keep in mind that we don't provide support for other engines or converted assets.
Q: Can I use your assets for a commercial game or application?
A: Of course you can! We grant you the right to use the assets in private or commercial projects. We just ask you to include us in your product's credit list.
Q: Do you take on custom requests for assets or maps?
A: Yes, just contact us via email or Discord.
Q: Can you send us the FBX source files of the asset packs?
A: Yes, it is possible. We can share the package as FBX or OBJ; all you have to do is share your invoice with us.
Q: Can I send your asset packs to my remote team members?
A: No, if your team works remotely, they or you need to purchase their own license of the packs.
Q: Why don't you support older UE4 versions, can you convert them?
A: The lowest UE4 version we support is 4.24. We cannot convert them to older versions of the engine due to technical limitations.
Q: How many FPS do I get with your packs?
A: That depends on a lot of different factors: your hardware, size of your map, the asset density, lighting settings, screen resolution, etc. As a reference: on a GTX 1080, our environments typically run around 120+ FPS.

DISCLAIMER: These are general technical notes for all TrisGames products. Screenshots might use different lighting or screen percentages. Minimum supported UE version is 4.24.