Three-dimensional asset unreal engine cross-version reconstruction method based on description file
By creating a description file and a shared library, the automatic conversion of three-dimensional assets between different versions of Unreal Engine is achieved, and compatibility and visual consistency problems are solved, storage resource waste is reduced, and resource management is optimized.
Patent Information
- Application Number
- CN202510426410.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-07
- Publication Date
- 2025-07-22
AI Technical Summary
In the prior art, compatibility and visual consistency between three-dimensional assets in different versions of Unreal Engines is difficult to achieve, and the file format is not universal, resulting in data loss or engine crashes, and serious waste of storage resources.
By creating a description file to define the correspondence between model material map attributes and functional nodes between different versions of software, establish a material and function sharing library, automatically convert three-dimensional assets to achieve consistent visual effects and complete functions, and use common data formats such as FBX, glTF, glb and USD formats for cross-version reconstruction.
Improves compatibility and efficiency of 3D assets, reduces storage costs, ensures visual consistency, and provides flexibility to adapt to multi-software workflows.
Smart Images

Figure CN120355846A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of cross - version reconstruction of 3D assets in the Unreal Engine, and specifically to a method for cross - version reconstruction of 3D assets in the Unreal Engine based on a description file. Background Art
[0002] I. Technical Solutions of the Existing Technology
[0003] (1) Using a common single 3D model as a general file format
[0004] Scheme description: Commonly used 3D data formats include the OBJ format, FBX format, glTF and glb formats, and USD format.
[0005] The OBJ format is a widely used 3D model format that supports geometric, texture, and material information. It is widely supported in many 3D software. The file content includes geometric information such as vertices, texture coordinates, normals, and faces. An OBJ file can reference a material file (MTL file) to define material properties such as color, texture, reflectivity, etc.
[0006] Application scenarios: 3D modeling and game development, architectural visualization, cross - platform data exchange, etc.
[0007] The FBX format is a proprietary format for 3D models developed by Autodesk and is widely used in fields such as 3D modeling, animation production, and game development. FBX supports multiple 3D data types, including geometry, materials, animation, etc., and is highly compatible with various 3D software and rendering engines. FBX files can represent data in binary format or ASCII text format.
[0008] Application scenarios: 3D modeling and animation, game development, virtual reality (VR) and augmented reality (AR), film and television production, etc.
[0009] The glTF and glb formats were released by the Khronos Group in 2017, aiming to provide an open and interchangeable 3D graphics standard. The glTF file format is scalable, supports compression algorithms, and the file size is on average 5 times smaller, and the reading speed is more than 10 times faster than the file format that stores 3D geometry as human - readable text. In addition to storing models and materials, glTF files can also store animation data, skeletons, skins, scene hierarchies, and lights (through extensions).
[0010] The glTF binary version, the glb format, packs all model data (including structure, geometry, textures, etc.) into a single file, making it easier to transfer and load. Glb files are in binary format and can be directly read and processed by the GPU without any preprocessing, improving rendering efficiency. Glb files are fully compatible with the glTF specification and support all glTF features such as PBR materials, animations, skeletons, etc.
[0011] Application scenarios: 3D model exchange and loading on web and mobile platforms, suitable for application scenarios that require efficient transfer and loading of 3D models, such as WebGL, VR, AR, etc.
[0012] USD (Universal Scene Description) is an open standard 3D model format developed by Pixar for sharing and collaboration between different applications and teams. The USD format supports complex scene hierarchies, animations, materials, and texture information, and has high scalability and flexibility.
[0013] Application scenarios: Film production, animation production, virtual reality (VR), and augmented reality (AR), etc.
[0014] (2) Exclusive file formats used in Unreal Engine
[0015] Solution description: The Uasset format and Umap format, which are data formats native to Unreal Engine.
[0016] The Uasset format is a specific storage format for data in Unreal Engine other than levels.
[0017] The Umap format is a specific storage format for levels in Unreal Engine.
[0018] For Uasset and Umap data saved using a lower version of Unreal Engine, directly open it with a higher version of the engine, perform data sorting, and manually reconnect the nodes that report errors.
[0019] II. Defects of existing technologies
[0020] (1) Defects of general formats
[0021] 1. Defects of the OBJ format
[0022] The OBJ format does not support complex materials, animations, skeletons, or lighting information. It is generally used for recording individual 3D model data, and other information needs to be processed manually to achieve the effect.
[0023] 2. Defects of the FBX format
[0024] The FBX file structure is relatively complex and difficult to edit. The file may be large, especially when it contains a lot of animation data, and the binary format is difficult to read and debug.
[0025] Although the FBX format is highly compatible with a variety of 3D software and rendering engines, the information it can save is limited. It can only restore basic attributes such as models, bones, skins, cameras, animations, etc. that FBX supports recording. There are a large number of settings in the Unreal Engine that cannot be recorded, resulting in it being able to only store models and bone weights and other data types it supports, and other data can only be restored in other ways.
[0026] 3. Defects of glTF and glb formats
[0027] Although glTF format models can be used on many platforms, they can only record models and maps, very basic material information. When entering the engine or other 3D software, it is necessary to re-assign the material and edit the material properties to restore the final effect.
[0028] 4. USD format flaws
[0029] Difficulties in workflow integration: It may be difficult to integrate USD into existing production workflows. Since USD's working method and data organization are different from some traditional 3D software, it is necessary to adjust and optimize the existing workflow, team collaboration method and tool chain, which may require a certain amount of cost and time to adapt and run-in.
[0030] (II) Defects of Unreal Engine’s proprietary file format
[0031] The file format is not universal: Uasset and Umap are both exclusive to Unreal Engine and are not readable or editable by other software.
[0032] Version compatibility: After a functional update of the engine, the data of the old version may produce incorrect effects in the new version or differences may occur in the underlying data, causing the entire engine to crash due to missing underlying data during operation.
[0033] Data reference editability: Uasset and Umap data are saved directly, and the editability of data reference associations is limited. If the referenced functions, data locations and names in the new version of the engine are different, data loss will occur.
[0034] (III) File compatibility and large size of different versions
[0035] File compatibility: Most software has backward compatibility features, but due to functional updates of the new version of the software, there may still be incompatibility or incomplete compatibility issues with the old version of the data, especially in the Unreal Engine.
[0036] Large file size: Similar to the Unreal Engine, theoretically, asset data needs to be stored separately for different engine versions, which will result in a very large amount of data. Especially when considering asset reuse, historical data is expected to be reused to generate greater value, so multiple versions of data need to be stored, causing the storage volume to be very large.
[0037] III. Defects Solved by the Present Invention
[0038] (1) Formats such as FBX, glTF, and glb mainly carry 3D model data, and glTF and glb can encapsulate texture data. The USD format has good cross-software capabilities, but it requires a large amount of development work for all software platforms to be converted to the USD format. In addition, USD does not completely solve the differences in visual effects and functional problems between different software. Moreover, the proprietary file formats of different 3D software cannot be directly used in other software.
[0039] (2) There are changes in the references, plugins, functions, etc. of the data of the old version of the Unreal Engine in the new version of the engine, resulting in data errors, and in severe cases, causing the entire engine to crash. Storing data for each version results in an excessive amount of data, causing a great waste of resources. Summary of the Invention
[0040] The purpose of the present invention is to provide a method for cross-version reconstruction of 3D assets in the Unreal Engine based on a description file to solve the problems raised in the above background technology.
[0041] To achieve the above purpose, the present invention provides the following technical solution: A method for cross-version reconstruction of 3D assets in the Unreal Engine based on a description file, including the following steps:
[0042] S1. Create a description file that defines the corresponding relationship between the model material texture attributes and functional nodes of the data between different version software.
[0043] S2. Establish a material and function sharing library.
[0044] S3. Automatically convert and adapt. Through the description file and the sharing library, automatically convert the 3D assets into as consistent visual effects as possible in different version software, and ensure the functional integrity in the same software without manual adjustment and processing.
[0045] Preferably, in S1, the corresponding data is reconstructed in the new version of the Unreal Engine by means of a general data format plus a description file.
[0046] Preferably, the general data format includes the FBX format, the glTF format, the glb format, and the USD format.
[0047] Preferably, when publishing data in the Unreal Engine, the parameters and application relationships of the model, material, and blueprint-related data of the Unreal Engine assets are recorded. In different versions of the engine, a description file for the corresponding mapping information of materials and blueprint functions is configured first, and then the asset data is imported to reconstruct the asset data with complete functional effects through the description.
[0048] Preferably, extend S1 to Maya software, and map the material types, material property parameter texture connection relationships in Maya software to the corresponding material parent class, material instance parameter, and texture connection relationship settings in the Unreal Engine to achieve the conversion of data from other software to the Unreal Engine.
[0049] Preferably, the material types and material property parameters in Maya software include the mapping relationships of PBR Metal / Roughness process texture materials and PBR Specular / Glossiness process texture materials.
[0050] Preferably, in S2, a material and function sharing library is established for specific software. The sharing library contains preset materials and function nodes to ensure visual and functional consistency between different versions.
[0051] Preferably, a format commonly used in the application of the film and television industry is used as the digital asset middleware, and then the material and function information in the corresponding software is recorded through the mapping relationship.
[0052] Compared with the prior art, the beneficial effects of the present invention are:
[0053] By simplifying the difficulty of data implementation across software and versions, the present invention significantly improves the compatibility, efficiency, and visual effect consistency of 3D assets, while reducing storage costs and optimizing resource management. In addition, the present invention also provides high flexibility and scalability, can adapt to the development of future technologies and the work processes of multiple software, and provides a comprehensive solution for 3D asset management and development. BRIEF DESCRIPTION OF THE DRAWINGS
[0054] Figure 1 Shows the flowchart of setting the material library of different versions of the engine;
[0055] Figure 2 Shows the flowchart of setting the function presets of different versions of the engine;
[0056] Figure 3 Shows the reconstruction flowchart from production to use. DETAILED DESCRIPTION OF THE EMBODIMENTS
[0057] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only a part of the embodiments of the present invention, rather than all the embodiments. All other embodiments obtained by those of ordinary skill in the art based on the embodiments of the present invention without creative efforts belong to the scope of protection of the present invention.
[0058] As Figures 1 - 3 , the basic process is as follows:
[0059] Step S110, set the material library of the Unreal Engine for version 1 (such as Unreal Engine version 5.4). Generally, it is the content root directory of the Unreal Engine project, or it can be made into a content plug-in and placed in the engine.
[0060] Step S111, organize various material parent classes for version 1 (the material parent classes in the Unreal Engine are the basic templates in the material inheritance system. They define basic attributes, behaviors, node network structures, and parameters, provide a consistency standard and a basis for code reuse for sub-materials, and are also the source of material instantiation. Their updates can also affect the material instances based on them.) in the material library of version 1.
[0061] Step S112, organize the texture maps for version 1 in the material library of version 1.
[0062] Step S113, organize the material instances (the material instances of the Unreal Engine are material instances generated based on materials, usually based on material parent classes. It can modify the parameters defined in the material parent class in real time, such as color, roughness, etc., and is used to quickly create material variants with different appearance performances without changing the basic material structure to quickly meet the visual material requirements for various environments.) in the material library of version 1.
[0063] Step S114, organize the material functions (the material functions of the Unreal Engine are reusable, self - contained units containing a series of material nodes and operation logics. It can be called in different materials to implement specific material calculations (such as lighting effects, texture mixing, etc.) to improve the efficiency of material creation and ensure the consistency of the effects.) in the material library of version 1.
[0064] Step S120, establish an independent material library for engine version 2 (such as Unreal Engine version 5.5). The content can be different from that of version 1, but it is necessary to basically maintain the unified rules of the directory structure and content;
[0065] Step S210, establish a function description file related to assets for version 1 (such as Unreal Engine version 5.4).
[0066] There are two ways to create a description file. One is obtained through the asset data publishing process, specifically in step S350; the other is obtained through manual modification.
[0067] Step S211 is mainly about the creation of the asset blueprint parent class (a blueprint is a unique visual programming function in the Unreal Engine. The blueprint parent class is a basic blueprint that defines a series of attributes (such as variables, functions, etc.) and behavioral logics, serving as a template for other blueprints (subclasses) to inherit. Subclasses can inherit these definitions and expand or modify them on this basis to achieve code reuse and unified behavior standards.) and its subclass blueprints.
[0068] Step S212 sets different parameters for different data and node types.
[0069] Step S213 records the association information of multiple data of an asset for different engine versions.
[0070] Step S220 creates a function mapping description file related to the asset for engine version 2 (such as Unreal Engine 5.5 version).
[0071] Step S310 uses DCC (Digital Content Creation) software to produce digital assets.
[0072] Step S320 is the function description file of the Unreal Engine, specifically step S210.
[0073] Step S321 is the material library of the Unreal Engine, specifically step S110.
[0074] Step S330 exports data from the DCC software. While saving the software project file, it exports a common data format.
[0075] Step S340 imports the common data exported by the DCC software and completes the effects and functions in the Unreal Engine.
[0076] Step S350 publishes asset data within the Unreal Engine. Through the tool, the information such as the original imported common data, related engine version, reference relationship, used blueprints, asset data, etc. of the asset data is parsed and recorded, and the information for reconstructing the asset data is written into the description file.
[0077] Step S360 uploads the data recorded in step S350 to the asset library.
[0078] Step S370, when calling the required data in other projects and other engine versions, based on the information of the material library and function description file of the corresponding engine, reconstructs the corresponding data anew.
[0079] It should be noted that in this text, relational terms such as first and second are only used to distinguish one entity or operation from another entity or operation, and do not necessarily require or imply any actual relationship or order between these entities or operations. Moreover, the term "comprising", "including" or any other variant thereof is intended to cover non-exclusive inclusion, such that a process, method, article or device comprising a series of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, method, article or device.
[0080] Although the embodiments of the present invention have been shown and described, those of ordinary skill in the art can understand that various changes, modifications, substitutions and variations can be made to these embodiments without departing from the principles and spirit of the present invention. The scope of the present invention is defined by the appended claims and their equivalents.
Claims
1. A method for cross-version reconstruction of 3D assets in Unreal Engine based on a description file, characterized in that Including the following steps: S1. Create a description file that defines the correspondence between the model material texture attributes and functional nodes of data between different versions of software; S2. Establish a material and function shared library; S3. Automatically convert and adapt. Through the description file and the shared library, automatically convert 3D assets in different versions of software into as consistent visual effects as possible, and ensure functional integrity in the same software without manual adjustment and processing.
2. The method for cross-version reconstruction of 3D assets in Unreal Engine based on a description file according to claim 1, wherein: In the above S1, the corresponding data is reconstructed in the new version of the Unreal Engine by means of a general data format plus a description file.
3. The method for cross-version reconstruction of three-dimensional assets in Unreal Engine based on a description file according to claim 2, wherein: The general data format includes FBX format, glTF format, glb format, and USD format.
4. A method for cross - version reconstruction of 3D assets in Unreal Engine based on a description file according to claim 3, characterized in that: When publishing data in the Unreal Engine, record the parameters and application relationships of the model, material, and blueprint-related data of the Unreal Engine assets. In different versions of the engine, first configure the description file of the corresponding material and blueprint function comparison information, and then import the asset data to reconstruct the asset data with complete functional effects through the description.
5. A method for cross-version reconstruction of 3D assets in Unreal Engine based on a description file according to claim 1, characterized in that: Extend the above S1 to Maya software, and map the material type, material attribute parameter texture connection relationship in Maya software to the corresponding material parent class and material instance parameter and texture connection relationship settings in the Unreal Engine to achieve the conversion of data from other software to the Unreal Engine.
6. A method for cross-version reconstruction of three-dimensional assets in Unreal Engine based on a description file according to claim 5, characterized in that: The mapping relationships of the material types and material attribute parameters in UE and Maya software include PBR Metal / Roughness process texture materials and PBR Specular / Glossiness process texture materials.
7. A method for cross - version reconstruction of 3D assets in Unreal Engine based on a description file according to claim 1, characterized in that: In the above S2, establish a material and function shared library for specific software. The shared library contains preset materials and functional nodes to ensure visual and functional consistency between different versions.
8. A method for cross-version reconstruction of 3D assets in Unreal Engine based on a description file according to claim 7, characterized in that: Use a format that is common in the application of the film and television industry as the digital asset middleware, and then record the material parameters and function information in the corresponding software through the mapping relationship.