Extract NeuralLODStarter_Phase0.tar.gz to your project's Plugins folder:
YourProject/
├── YourProject.uproject
├── Content/
├── Source/
└── Plugins/
└── NeuralLODStarter/ <-- Extract hereWindows:
YourProject.uprojectYourProject.slnCommand line:
# From project root
UnrealEngine/Engine/Build/BatchFiles/GenerateProjectFiles.bat YourProject.uproject
UnrealEngine/Engine/Build/BatchFiles/Build.bat YourProjectEditor Win64 DevelopmentVerify it's working:
` (backtick) to open consolestat gpu✅ Custom plugin compiles and loads
✅ Shaders register correctly
✅ RDG pass injection works
✅ GPU profiling shows your pass
✅ You can modify rendering pipeline
Try modifying the shader to learn the system:
In NeuralLODViewExtension.cpp, line ~105:
PassParameters->TintStrength = 0.5f; // Was 0.1fSave, rebuild, and see more obvious effect.
Change the tint color:
PassParameters->TintColor = FLinearColor(1.0f, 0.5f, 0.2f, 1.0f); // OrangeIn TestComputeShader.usf, replace the main logic:
// Calculate luminance
float Luma = dot(CurrentColor.rgb, float3(0.299, 0.587, 0.114));
// Desaturate
float4 Desaturated = float4(Luma, Luma, Luma, CurrentColor.a);
float4 Result = lerp(CurrentColor, Desaturated, TintStrength);
OutputTexture[PixelPos] = Result;See Section 22.11 in the main design document for examples of:
# In editor console:
r.ShaderDevelopmentMode=1
# Then force recompile:
Ctrl+Shift+.Check Output Log for specific errors.
The plugin only runs during Play (PIE) by default.
To enable in editor viewports, edit NeuralLODViewExtension.cpp:
// Comment out this check:
// if (!View.bIsGameView)
// {
// return;
// }.uplugin is valid JSONIntermediate/ and Binaries/, rebuildMake sure the plugin structure is intact:
Plugins/NeuralLODStarter/
└── Source/NeuralLODStarter/Shaders/Private/TestComputeShader.usfOn RTX 2070 Mobile @ 1080p:
Once Phase 0 works:
Refer to the main NeuralLOD_Revised_Design.md for complete implementation guide.
Safe to edit (experiment here):
TestComputeShader.usf - The shader logicNeuralLODViewExtension.cpp - Pass parameters, tint strength, etc.Don't modify (unless you know what you're doing):
.uplugin - Plugin descriptor.Build.cs - Build configurationEngine/Source/Runtime/Renderer/Private/PostProcess/If you get stuck:
stat gpu to see if pass is executingCongratulations on completing Phase 0! 🎉
You now have a working foundation for the full Neural LOD system.