Importing SVG and best practice when animating vector art

Hey guys,

I started working on a mobile game that requires hand drawn art. I decided to try doing vector art because from what I understand it scales very well on all devices. I now have two questions I’d like to have answered.

My first question is, how can I even import vector art into UE4. I understand that I can export my SVG file to a JPEG or PNG but that means I won’t have the scalability that a SVG image would, right? I’d like to know what others have done when in this similar situation.

My second question has to do with animating the images I import. In the past, I played around with the flipbook feature offered from UE4. From my understanding of using flipbooks, this means I will need to draw and import every single frame of my animation into UE4, convert them all into sprites, and finally plug them in to the flipbook. I’m wondering if there is a better approach to this option.

Thanks!

I’d absolutely love vector images for materials as well. You could make nice readable signs then without having to have giant bitmaps. They might need LOD as well, depending on how text/point heavy they are.

Well, This is something I was going to ask the community right now! Thanks for asking such a pleasant question! :smiley:
I’m wondering if there’s any vector format supported by unreal at this time, haven’t seen any familiar option on import dialogue. No signs of .ai, .svg, .eps, etc …

Anime Studio Pro allows vector animation. You can export animations at the needed size.

I bet unreal could learn a lot from them.

I started looking into those types of tools after reading your answer. Looks like something that could definitely be leveraged. Thanks!

Edit: Oh and yeah it seems .svg isn’t supported by ue4, so I’m assuming those tools export the frames of your animation to a different format.

Yeah, they do. They actually just added SVG export (now called Moho). Before it was all bitmap file formats and video formats.