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Integration Documentation

Unreal Engine Integration Guide

Premium PBR Textures for Real-Time Engines

Download UE5 Plugin v2.4.1 View Material Blueprints

Installation & Asset Import

Deploy GrainStack PBR packs directly into your UE5.3+ project using our native Content Browser plugin or manual directory mapping.

Plugin Deployment

Extract the `GrainStack_Core.uplugin` archive into your project's `Plugins/Marketplace` directory. Enable it in Edit > Plugins, then restart the editor to register the 4K/8K texture streaming levels and automatic material function routing.

Manual Directory Structure

For standalone packs, place `.tga` and `.exr` files inside `Content/Textures/GS_PBR/`. Set Import Settings to sRGB for Albedo/Base Color and Linear for Roughness/Metallic/Normal maps. Enable Mip Gen Settings: From Image Group (Lighting Defaults).

Quixel Bridge Sync

GrainStack assets are fully compatible with Quixel Bridge. Assign the `GS_Material_Function` to your imported textures to auto-generate PBR material instances with seamless tiling, UV2 dilate support, and vertex color tinting.

Material Instances & Parameter Control

Leverage parameterized material instances to iterate rapidly without duplicating shader complexity or impacting draw calls.

Each GrainStack pack ships with a master material (`M_GS_Master_PBR`) featuring scalar parameters for tiling scale, roughness multiplier, and metallic fade. Create material instances by right-clicking the master in the Content Browser and selecting "New Material Instance Constant." Adjust the `GS_Tiling_Scale` vector to match your actor's UV layout, and toggle `GS_Wear_Appearance` to blend between clean and weathered surface states using the provided grayscale mask channel.

For vegetation and foliage workflows, enable the `GS_Stencil_Cutoff` parameter and route your scene's stencil buffer to the Alpha clip threshold. This maintains crisp silhouette edges while preserving subsurface scattering in the base color channel. All instances are optimized for deferred shading and support virtual shadow maps out of the box.

Lumen & Nanite Optimization

Configure texture compression and material graphs to maintain photorealistic reflections and indirect lighting in fully dynamic Lumen environments.

Lumen's global illumination and ray-traced reflections rely heavily on accurate roughness and metallic data. Set your GrainStack texture groups to `TC_VectorSM4` for normal maps and `TC_HDR_Compressed` for emission or IBL probes. Disable Mip Linear Bias on high-frequency displacement maps to prevent artifacting in Lumen's virtual shadow map cascade.

When pairing these textures with Nanite-enabled meshes, enable `Use Virtual Textures` in your material properties. GrainStack's 8K source maps are pre-baked into virtual texture pools, allowing seamless streaming at 4096x4096 tile sizes without manual LOD authoring. For optimal performance, cap your virtual texture budget to 2048MB and enable `Mip Gen Settings: From Image Group (Lighting Defaults)` to ensure Lumen's indirect lighting cache resolves cleanly at a distance.

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