Create custom Skyglass Asset Packs using Unreal Engine 5.3
Skyglass Forge enables creators to develop custom content for the Skyglass platform using Unreal Engine 5.3. This guide walks you through the technical process of creating and packaging Asset Packs, from installation to upload, while ensuring your content meets the platform's requirements for seamless integration.
Skyglass Forge requires a Windows PC running Unreal Engine 5.3 and an active Studio plan subscription through the Skyglass app for iPhone or iPad. The creation process involves several technical steps, beginning with the installation of Unreal Engine 5.3 and the subsequent downloading and setup of the Skyglass Forge project.
The first step in creating an Asset Pack is to open the SkyglassServer.uproject file using Skyglass Forge. From there, users can create a new Asset Pack by selecting File > Skyglass Forge > Create Asset Pack, with the name and default location fields populated by default settings. The packaging process requires a carefully structured folder containing level assets (files with .umap extension) and referenced assets.
Users have three primary methods for adding assets to their Asset Pack: creating new assets directly within the project, importing assets from their local computer, or importing assets from the Unreal Engine Marketplace. To add assets from the Marketplace, users must first create an empty Unreal Engine project and import the desired assets using the Migrate option in the Content Browser.
The final step in the process involves uploading the completed Asset Pack to Skyglass Cloud. This requires creating thumbnails for each level asset using the Editor Viewport and Content Browser, with the thumbnails exported during the upload process. The upload process can be initiated through the app.skyglass.com interface, where users log in with their Skyglass account and select the .sky file for upload. Additional information, including level asset names and descriptions, must be provided during the upload process to complete the Asset Pack submission.
Skyglass Asset Packs require specific technical preparation for optimal performance. Each level must contain a Player Start Actor to establish camera control, and provide navigable paths using keyboard controls (W, A, S, D) or arrow keys. Level geometry can be improved with Blocking Volumes where necessary, and Lumen global illumination should be enabled with "Force No Precomputed Lighting" in World Settings. Alternatively, Lumen can be disabled using a Post Process Volume with Global Illumination set to non-Lumen. Existing cameras should be removed to prevent interference with Skyglass's tracked camera, and World Settings must not override the default Game Mode.
The level must maintain smooth rendering performance at a minimum of 30 FPS with specifications of 4 vCPU, 12GB RAM, and a Quadro RTX 4000 GPU featuring 8GB VRAM. The package creation process builds upon these requirements, using the File > Skyglass Forge > Package Asset Pack > [Your Asset Pack Name] command to create a structured folder containing the .sky file, Information.txt file listing asset paths, and a Thumbnails/ folder storing exported thumbnails.
After downloading and installing Unreal Engine 5.3, users should log in to their Skyglass account and download the Skyglass Forge project. Upon unzipping the project, users open the SkyglassServer.uproject file, which is the starting point for creating an Asset Pack.
To create a new Asset Pack, users navigate to File > Skyglass Forge > Create Asset Pack. The system prompts them to enter a name for the Asset Pack, using the default location settings. After naming the pack, users click Create Mod to begin the asset creation process.
The asset addition process offers three methods: creating new assets directly within the project, importing assets from the user's computer, or importing assets from the Unreal Engine Marketplace. To add assets from the Marketplace, users must first establish an empty Unreal Engine project and utilize the Migrate option in the Content Browser, ensuring compatibility with these specific technical requirements.
Skyglass Forge supports adding assets through three primary methods: creating new assets within the project, importing from the user's local computer, and importing from the Unreal Engine Marketplace.
Users can create new assets within the Skyglass Forge project using the built-in tools. This includes creating level assets with the appropriate .umap extension and ensuring that all referenced assets are included in the content folder. The creation process requires careful attention to technical specifications, including compatibility with Lumen global illumination and optimal performance settings.
To import assets from the user's local computer, the content folder must contain one or more level assets with the .umap extension and any referenced assets. Users can simply copy these files into the appropriate location within the project structure to include them in the Asset Pack.
The Marketplace provides access to a wide range of compatible assets. To import from the Marketplace, users must first establish an empty Unreal Engine project using default settings and name it temporarily.
For Complete Projects:
Create a new project using the "Create Project" button in the Epic Games Launcher
Ensure project settings cannot be changed for the Skyglass rendering server
Add the Marketplace Asset Pack using the appropriate button and select the Skyglass Forge project
For Marketplace Asset Packs:
Click the "Add To Project" button and select the Skyglass Forge project
If importing selected assets, create a new empty project and add the Marketplace Asset Pack
Select assets to import in the Content Browser
Right-click selected assets and choose "Asset Actions > Migrate" to the Skyglass Forge project's content folder
All references will be updated to the new asset paths during the migration process. Once the assets are imported, they should be organized within the project's content structure for packaging.
To upload an Asset Pack to Skyglass Cloud, users must first ensure that their assets meet the company's technical requirements, including proper placement of Player Start Actors, navigation support, and optimized Lumen settings. The process begins by creating thumbnails for each level asset using the Editor Viewport and Content Browser, which are exported automatically during the upload process.
After preparing the content, users log into the app.skyglass.com interface using their Skyglass account. They initiate the upload process by selecting the .sky file for their Asset Pack, after which they enter the names and descriptions for each level asset. The paths to these assets must be entered into the Information.txt file, which is generated during the packaging process. Users have the option to upload a custom thumbnail and add relevant tags for organizing their Asset Pack.
The upload process integrates both the .sky file and the required metadata files into Skyglass Cloud. During this stage, the system validates the Asset Pack against the technical specifications to ensure compatibility with the platform's requirements. Once the upload is complete, the Asset Pack becomes available for use within the Skyglass ecosystem, providing users with access to the custom content they have created or imported through the Marketplace.