SpeedTree

The landing page for using SpeedTree with Unreal Engine 4.

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This section is a copy of the documentation from SpeedTree's Wiki and only focus on the Unreal Engine portion of SpeedTree. For more information, see the SpeedTree Documentation.

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.

How Does It Work?

Using SpeedTree with UE4 is a three step process:

  • Create or purchase a SpeedTree model. Whether you use models from the SpeedTree library or create one from scratch using the SpeedTree Modeler, you will need a model to get started. Models consist of the SpeedTree files (.srt) and the textures and component meshes (.obj, .fbx) associated with it. Click 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 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 here to learn more about placing SpeedTree models in UE4.

Unreal Engine 4 SpeedTree Pipeline

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Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

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