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.
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.
Creating Models for UE4
Importing Models into UE4
Working with Models in UE4
Computing Lightmap UV Coordinates