SpeedTree integration

Are rocket users going to get SpeedTree integration the same way as UDK ? I know that SpeedTree is already integrated into UE4 (it was hard to miss on their twitter),
SpeedTree was pretty big feature for UDK (even though it wasn’t that great integrated into engine, i’e it coudln’t be used with foliage tools).

The question is, will Rocket users get SpeedTree tools and support inside engine, or we will have to get them on our own ? (I think second option would be problematic, seeing that this time ST is much more tighly integrated into engine).

Hi Lukasz,

The short answer is “eventually.” It is currently under development because, as you said, it could have been integrated better. It is being revamped and should be included in a future release. If you have any suggestions about improving speedtree from UE3, please let us know and I would be happy to create a feedback report.

Thank you,

Hey thanks!
The most obvious thing is that SpeedTrees should integrate with foliage painting tools.
It would be nice if SpeedTrees could make use of in engine simulations like:

  1. Wind - we could have nicely tight and uniform behavior between all foliage depending on our wind setup.
  2. Touch bending. It wouldbe nice to have possibility of add touch beding esepcially for smaller trees/shurbs/etc.
  3. Use of in engine physics for SpeedTrees. Like destruction, or at least intearcting with forces. For example explosion would affect barnches movment, if we so desire.

It would be nice, if all SpeedTree elements could take advantage of foliage instancing (which is by the way awsome, I can paint single grass blades and have no perfomance impact!).

It also would be nice if we could import SpeedTrees as StaticMesh files not str. But I believe it’s out of consideration because of licensing issues. (but that would solve most of the interaction problems I believe).

So far SpeedTrees while nice addition and high speed boost for development where bit detached from rest of the game.

Hey Lukasz,

I have created the report and linked it to this post. I would definitely like to see more physics effects with the trees too. If you come up with any more suggestions, feel free to create a new request.

Thank you,

sorry to drag this up again what would help if they include an editor that works on 64bit systems, i do keep a copy of the eyecommon.dll just in case.

btw any up date on this as i did notice the node in the material editor and rocket reconises the file type but errors on import

Hi George,

Thank you for your feedback. There are a few pieces of the editor that are still referring to speedtree information as the developers want it to be reintegrated eventually. Since the previous comment, there have not been any notable changes to this feature. If there is anything that you would like to see updated with speedtree, please let me know in a new post and I will be happy to create a feedback report.

Thank you,

I thought this was just me doing something wrong, but yeah, in UE4 .srt files always fail to import 100% of the time. This isn’t the case with UE3.

Has anyone found a way to import .srt files into Rocket?

You can’t. UE4 have SpeedTree 6 integrated in first place.
Second thing is that Rocket AFAIK doesn’t have full SpeedTree integration, but if you have ST6 SDK you can try using it.

Any words on when SpeedTree will come to UE4? Will we have to pay extra or do we get it for free?
I miss trees in my levels :slight_smile:

Hi ,

Could you make a new post with your question? This is an archived post from pre-launch. I am closing this thread as outdated, have a great day!