Bridge says asset is "Downloaded", but which quality setting?Answered
The handshake between Bridge & UE5 works without issue. 3D Assets can be downloaded, and added to my Content Browser.
When i am in the Bridge GUI (accessed via the BRIDGE tab in UE5), i see via green checkmark which 3D Assets are "downloaded".
But Bridge does not indicate which quality setting I've downloaded. The Quality drop-down list remains static.
Inspecting the corresponding folders within UE Content Browser shows a folder name like Building_Window_gdhgfcxqw, which does not communicate quality of assets within.
I am curious to play 3D Assets from Megascans that allow for a quality setting of "Nanite".
So I download a dozen or so and bring them all into UE5.
Before long, i run into texture streaming pool overflow issues.
The overflow errors continue, despite repeatedly increasing the pool size.
Its clear i need to go back down to "High Quality" versions of these assets.
Back in Bridge, for 2-3 of my "Nanite" assets, I re-download the "H1gh Quality" version.
Walk away from UE/Bridge for 5+ days, purge a great deal of the above from memory.
Back in Bridge, I still see the green checkmark next to things I've previously downloaded. But EVERYTHING now displays "High Quality". Previously, only a small number of these assets were re-downloaded as "High Quality". Clicking on the others, the drop-down for Quality does not update to indicate which previously downloaded assets are "Nanite" quality and which are "High Quality".
Back in UE5 Content Browser, the folder names for the previously downloaded assets are just alpha suffixes.
Thanks for taking the time to write to us. When working with 3D Assets in UE5, you are able to select between Low, Medium, High, and Nanite qualities. When an asset is downloaded, it is available to be added to your scene at the quality it is downloaded at and lower. Unfortunately, there can occasionally be a bug within Bridge's UI where using the drop-down menu to change the quality of the asset doesn't allow you to click, giving the appearance of the inability to change the fidelity of the asset being added to your scene. If you encounter this, please click the drop-down menu and then use the arrow keys and enter to change to the required resolution.
Once added to your scene, you are correct in that UE5 does not notate "low, medium, high, or nanite" quality in its naming conventions, however, the LOD provided next to the asset will notate the fidelity of the object. For example, LOD0 would be shown for a "high" quality asset, whereas LOD3 would be shown for a medium quality asset.
In addition to selecting the quality of assets, it's worth noting that you don't need to download an asset in Nanite quality in order to make an object "nanite" within your scene. For example, you can download an asset in either low or medium quality and then convert the asset to Nanite within your scene by double-clicking the asset in your Content Browser to open the object's properties. Once there, search the word "Nanite" then tick "Enable Nanite Support" and "Build Nanite." Click "Apply Changes" within the Details window at the bottom of "Nanite Settings" then save the asset.
You'll now be able to see that the asset has been built as Nanite within the viewport by switching to Nanite Visualization > Triangles, even though we didn't download the asset as Nanite, to begin with.
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