InstaMAT for Unreal Engine enables you to create and tweak procedural assets generated in InstaMAT Studio such as textures and meshes within Unreal Engine.
InstaMAT for Unreal Engine runs on both macOS and Windows.
The following versions of Unreal Engine are supported: 5.3, 5.4 and 5.5.
Our development team strives to implement support for the most recent software release at the earliest possible opportunity.
The following prerequisites must be met in order to use InstaMAT for Unreal Engine.
InstaMAT for Unreal Engine requires an installed and authorized version of InstaMAT Studio.
InstaMAT has been built on Windows using Visual Studio 2022 and requires the installation of the Visual C++ Redistributables for Visual Studio 2022. If you have already installed Visual Studio 2022 or later on your workstation, the installation of the Visual Studio 2022 redistributables is not necessary.
If you are not using C++ in your UE project, you need to create an empty C++ class in the Unreal Editor first. InstaMAT for Unreal Engine ships with source code, so this step is required for UE to compile and use the InstaMAT plugin.
To create an empty C++ class:
Tools
> New C++ Class...
.None
or Empty
to proceed.InstaMAT for Unreal Engine is available to download in the InstaMAT License Management Web App under the Your Files
section of the home page.
To install InstaMAT for Unreal Engine you need to manually copy the files from the InstaMAT for Unreal Engine.zip
archive into your Unreal Engine project's plugins folder.
InstaMAT for Unreal Engine.zip
archive.InstaMAT
folder to your project’s Plugins
folder. This is located in the root of your Unreal Engine project directory. If you cannot find the Plugins
folder, simply create it.projectname.uproject
, and select the following option based on your computer's operating system:Platform | Contextual Menu Option |
---|---|
Windows | Generate Visual Studio Project Files |
MacOS | Services > Generate Xcode Project (UnrealEditorServices) |
5.The next time you open the Unreal Engine project, a dialog will ask for you to rebuild modules. After choosing Yes
, the InstaMAT plugin will be compiled.
The installation process for InstaMAT for Unreal Engine is now complete.
A workstation needs to be authorized before InstaMAT for Unreal Engine can be used. If you haven’t authorized InstaMAT on your workstation before, you will be asked to do so when starting the Unreal Engine project. Enter your license information and press Authorize
to request a license for your workstation. Your workstation is now authorized for use with InstaMAT.
Make sure to deauthorize your workstation before uninstalling InstaMAT.
To deauthorize your workstation before uninstalling InstaMAT for Unreal Engine, open the InstaMAT Settings Window and go to the Deauthorize
panel. Enter your credentials in the panel, and click Deauthorize Workstation
button.
InstaMAT is fully integrated into Unreal Engine and can generate both textures and meshes. Furthermore, InstaMAT for Unreal Engine can utilize Unreal Engine assets, such as textures and meshes, as inputs for InstaMAT projects.
Materials can be imported through the InstaMAT Library
panel. To locate it, click the InstaMAT icon in the top toolbar of the Unreal Editor window, and select Library
from the dropdown menu. Select a material, and click Import Graph
to import a graph object.
In addition, InstaMAT package files (.IMP files) can be imported directly into into the Unreal Engine's Content Browser
. If the ".IMP" file contains multiple InstaMAT Graphs, a graph object for each included InstaMAT Graph will be generated.
Graph objects can be used to create instances of the same type making it possible to create several customizable material variations in one Unreal Engine project. Instances can be generated through the contextual menu of the graph object by right-clicking on the asset and selecting Create Instance
.
In addition, they can also be created by double-clicking the graph object in the Content Browser
and selecting Create New Instance
from the graph object panel.
After providing a valid name and location, InstaMAT will generate an instance of the InstaMAT Graph with a connected material and all assets, such as textures and meshes associated with that InstaMAT project.
Double-click a graph instance in the content browser to bring up the instance settings. These settings make it possible to tweak textures or assets generated from InstaMAT projects. Instance settings contain general parameters such as resolution, execution format, and the execution seed, as well as parameters specific to the InstaMAT project or graph.
Changes to these settings will result in an execution of InstaMAT and the regeneration of the asset. For textures with high resolutions and a high bit depth, the execution can get slow. InstaMAT instances provide a preview mode that allows for fast iteration by reducing the resolution and bit depth.
All instances generate an accompanying material. These materials are highly configurable and already have all textures connected to the right slots. If the materials are not required for the project, they can be ignored, and their textures can be used directly.
User paths make it possible to provide access to custom nodes, materials, and projects in the InstaMAT Library
panel. User paths can be configured in the Settings
panel in the Path Settings
section under User Paths
. To add a user path, click the button.
In order to add custom assets, they must be in an InstaMAT Package (.IMP) file created in InstaMAT Studio and nested in a Library
subdirectory. For example: ~/Username/Documents/MyCustomUserPath/Library
.
Once added, custom assets can be found in the InstaMAT Library
panel by clicking the button in the toolbar along the side.
When adding a user path location, be sure to select the parent directory containing the
Library
subfolder and not theLibrary
subfolder itself. InstaMAT for Unreal Engine will automatically detect the subfolder to locate the custom InstaMAT Packages inside.
To learn more about user paths and adding assets to a user library, please visit our dedicated article here.
Assets can be directly exported from within the instance. Textures can be exported in the desired file formats. InstaMAT for Unreal Engine allows exporting textures to the following file types: