Unreal Engine USD Import Issue: Material Discrepancy Between Omniverse Connector and USD Importer (Runtime Support)

I’m encountering a material rendering issue while implementing runtime USD import in Unreal Engine. Materials appear correctly when importing USD files using the Omniverse Connector in the Editor, but the same files exhibit material errors when imported at runtime using the USD Importer.

I’ve taken the following troubleshooting steps, but the issue persists:

  • Ensured material settings are consistent between the USD files imported by Omniverse Connector and USD Importer.

  • Verified that material paths within the USD files are correct and resolvable during runtime import.

  • Adjusted material handling options in the USD Importer, but with no noticeable improvement.

Runtime USD import is a complex process, and I’m seeking assistance from experienced developers:

  • Has anyone encountered similar material issues during runtime USD import?

  • Are there any specific techniques or considerations for handling materials with the USD Importer at runtime?

  • Are there any recommended workflows or best practices for runtime USD import?

  • Could there be alternative solutions, such as custom material conversion or material baking?

I’m using Unreal Engine version 5.3.2. Any insights or assistance would be greatly appreciated!

The following image, is open USD file in Unreal Engine5.
The toy is a payload outside Nucleus, using USD Preview Surface material.

The NVIDIA Omniverse Connector does not provide USD Runtime support. It’s for Editor-only functionality.
I recommend you contact Epic Games support regarding the Epic USD plug-in and Unreal Engine USD Runtime support. If you are an Omniverse Enterprise Customer, you could also submit an Enterprise Support ticket, and we could try helping you, but I think Epic support is their best option

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