====== Introduction to SpeedTree for Unreal Engine 4 ====== Welcome to SpeedTree for Unreal Engine 4. The pages in this section detail how to use the SpeedTree tools and models to their maximum effect in your Unreal Engine 4 application. The techniques shown here apply to both custom and subscription licensees. {{ ::ue4_sample.jpg?nolink |}} ===== How Does It Work? ===== Using SpeedTree with UE4 is a three step process: * **Create or purchase a SpeedTree model**. Whether you use models from our [[http://www.ue4trees.com|library]] or create one from scratch using the SpeedTree Modeler, you'll need a model to get started. Models consist of the SpeedTree files (.spm, .srt) and the textures and component meshes (.obj, .fbx) associated with it. Click [[gettingstarted|here]] to learn more about creating models in SpeedTree. * **Import the model into UE4**. SpeedTree models are imported into UE4 like any other asset. They come in as a static mesh with extra vertex attributes to implement wind and smooth LOD. You can do anything with them that you can do with a static mesh inside of UE4. Click [[importing_models_into_ue4|here]] to learn more about import SpeedTree models into UE4. * **Place models in your scene**. Once imported, SpeedTree models can be placed or painted like any other static mesh. Click [[working_with_models_in_ue4|here]] to learn more about placing SpeedTree models in UE4. ===== Topics in this Section ===== Follow the links below for detailed information about using SpeedTree with Unreal Engine 4. [[subscription|Managing Your Subscription]] [[creating_models_for_ue4|Creating Models for UE4]] [[importing_models_into_ue4|Importing Models into UE4]] [[working_with_models_in_ue4|Working with Models in UE4]] [[making_lightmap_uvs_for_ue4|Making Lightmap UV Coordinates]] [[thoughts_from_the_developers|Additional Thoughts]]