| # RealityCapture 1.5 → Unreal reality scene | |
| RealityCapture 1.5.1 is installed locally at: | |
| ```text | |
| C:\Program Files\Capturing Reality\RealityCapture\RealityCapture.exe | |
| ``` | |
| The reconstruction pipeline is in `Tools/reconstruct.ps1`. It creates one isolated RealityCapture project and FBX output per repository. The resulting FBX is imported into Unreal as a `UStaticMesh`, then assigned to the `RealityCaptureMesh` property of that repository’s `AGitWorldRepoWorld` actor. | |
| ## Input requirement | |
| Provide a deliberate capture folder containing at least three overlapping photos of the same physical scene. The current Downloads folder contains mixed personal/media files, so it is not selected automatically. | |
| ## Reconstruct a repository scene | |
| From this `phase2-unreal` directory: | |
| ```powershell | |
| & .\RealityCapture\Tools\reconstruct.ps1 ` | |
| -RepositoryId pax-coder ` | |
| -InputFolder 'D:\Captures\pax-coder-plaza' | |
| ``` | |
| The script runs `-addFolder`, `-align`, `-selectMaximalComponent`, automatic reconstruction-region setup, model calculation, texturing, FBX export, and project save. RealityCapture’s command-line workflow and these reconstruction/export commands are documented by Capturing Reality: [CLI](https://rchelp.capturingreality.com/en-US/tutorials/commandline.htm), [reconstruction examples](https://rchelp.capturingreality.com/en-US/tutorials/commandline_2.htm), and [model export](https://rchelp.capturingreality.com/en-US/tutorials/commandline_3.htm). | |
| ## Import into Unreal | |
| 1. Generate Visual Studio project files from `GitWorldUnreal.uproject`. | |
| 2. Import `RealityCapture/Output/<repository-id>/<repository-id>.fbx` into `/Game/RealityScene/<repository-id>`. | |
| 3. Enable Nanite on the imported static mesh and create a collision setup appropriate for walking. | |
| 4. Assign the mesh to `RealityCaptureMesh` on the matching `AGitWorldRepoWorld` actor. | |
| 5. Adjust `RealitySceneTransform` for centimeters/origin alignment; keep the repo’s walkable bounds around the imported scene. | |
| 6. Press Play and walk through the physical scene while build blocks, signs, portals, and events remain attached to the repository sandbox. | |
| The Unreal renderer remains DX12/Nanite/Lumen. CUDA is an optional compute pass for build-field weights; RealityCapture’s photogrammetry reconstruction is run by its own installed application. | |