The plant shader accepts a few different textures:
Color “T_PlantName_C”
This optionally can contain roughness packed into the alpha channel
If you don’t have a roughness texture, it is assumed to be 1. You can change this value on the material instance
Normal “T_PlantName_N”
Tangent space, basic stuff
Emissive “T_PlantName_E”
Full color emissive
The shader has an option to derive this using chroma keying that can work well in a lot of cases
Opacity Mask (Alpha) “T_PlantName_A”
Despite being greyscale, this MUST be exported as RGB (IE 24 bit color) as unreal has no idea what to do with an 8 bit greyscale texture. The red channel (first) is the only one that is used
Animation Normals “T_PlantName_NA”
Refer to the animation texture doc for how to author these
Animation Offsets “T_PlantName_O”
Refer to the animation texture doc for how to author these
Make sure you name everything correctly as the auto importer relies on the names to sort everything out!
You don’t need all the textures - often just color is enough!
Tip: Unreal likes PSD files for import, but TGAs are also totally fine. I often use PSDs so I can quickly edit the source and reimport, but not required. PNGs can work but often struggle with alpha channels
Everything is imported a full res (try to keep it at or below 2k) - we’ll lower some of these in editor in an optimization pass if needed