Ancient Temple Ruins – Modular Environment – Unreal Engine

Ancient Temple Ruins – Modular Environment – Unreal Engine

DEMO VIDEO

The project requires Nanite and Lumen, the assets are extremely polycount dense, the project requires high end PC.
Project runs with the Third person character controller between 30fps to 40fps with Epic scalability preset, 70% render scale and Temporal super resolution enabled (TSR).
No lightmaps or LODs included on the meshes.
RTX 2080, Threadripper 1950x, 64gb ddr4 memory, 1440p resolution, on an SSD.
Bush leaves are from Poly Haven.
This product supports Lumen for Unreal Engine 5.2 and above.
This product supports Nanite for Unreal Engine 5.2 and above.

Note!
The Hero tree has 3 mesh versions, low, medium and high.
Low is used in the showcase and overview scene by default due to some PCs crashing when opening levels with high polycounts.

IMPORTANT!! READ Technical information for correct setup or the project will not work, sorry for the inconvenience.

Features:
Modular architecture
Tileable texture with timesheets
Fully nanite and lumen
Foliage assets
PCG content
4 lighting setups, Green, Orange, Neutral and night blue
Number of Unique Meshes: 80 with modular assets.
Collision: (Yes: custom or automatically generated)
Vertex Count: highest polycont actor (hero tree) 5.844.903 triangles (5.8 million), note this is the highest res version, lower res trees are included, all actors use Nanite.
LODs: No, project requires Nanite
Number of Materials and Material Instances: 10 materials, 63 material instances.
Number of Textures: 141
Texture Resolutions: 256, 512, 1024, 2048, 4096
Supported Development Platforms:
Windows: Yes
Mac: Yes
Supported Unreal Engine Versions: 5.2 – 5.6

Important/Additional Notes: please do the following to get the correct scene setup.

Enable Lumen.
Project setting-> Rendering settings.
Enable Virtual Texture Support: True
Enable Virtual Texture Lightmaps: True
Tile Size: 256
Please enable Procedural Content Generation Framework in Plugins.
Scene settings.
Find post-process volume in each of the light levels

L_Light_Lumen_03_Green_01
Exposure compensation: 0
Min EV100: -3
Max EV100: 20

L_Light_Lumen_04_Orange_01
Exposure compensation: 0
Min EV100: -3
Max EV100: 20

L_Light_Neutral_01
Exposure compensation: 1
Min EV100: -3
Max EV100: 0,3

L_Light_Night_Blue_01
Exposure compensation: 1,96
Min EV100: -1
Max EV100: 1

Home Page

DOWNLOAD FROM HOT4SHARE.COM
DOWNLOAD FROM SYNCS.ONLINE