Skip to content

Using MeshBlend

Update Material

The material needs to be updated for a mesh to blend.

  • Add the MeshBlend_Activator [Index X] material function to your material and hook it up to the correct output channel. (Default is Ambient Occlusion)

Custom Primitive Data

The index on the material function corresponds to the Custom Primitive Data index it is supposed to use. If your material is already using CPDs you need to duplicate the material function and modify it to use the correct index.

Blend meshes

Now that the project is setup you can make a mesh blend. There are multiple ways to achieve this.

A - Mesh Assets

  • Go to the mesh in your content browser that you want to blend
  • Right click and choose Scripted Asset Actions -> MeshBlend and choose a size
  • Any affected meshes in your level will automatically refresh

Asset User Data

This helper function stores the size on the mesh asset as a Asset User Data. You can also edit it there.

B - Mesh Actors

  • Find the mesh in your level you want to blend
  • Right click and choose Scriptet Actor Actions -> MeshBlend and choose a size

Actor Tag

This helper function stores the size on the mesh asset as a tag on the actor.

C - Static blend ID on material

You can set a static blend ID on a material. This is required by some meshes like landscapes and landscape grass. It can also be used to make multiple meshes appear like one mesh to the plugin, causing them to not blend between each other.

  • Open the material instance
  • Set MeshBlend / Use Static Value to true
  • Set MeshBlend / StaticAutoBlendID to a corresponding value.

Static blend ID

Static blend IDs for landscape, foliage & special cases (Remember to divide by 255 in parameter input)
Examples: 2/255 or 5/255 give a small blend, 67/255 gives a medium blend, etc.

Small:       2-6
Medium:      65-69
Large:       128-132
Extra Large: 191-195

Static/Dynamic activation

Landscape and Landscape Grass are not dynamically activated and need to have a static ID set
It's also adviced to use static IDs on foliage to improve performance.