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Ternary VertexCache

Bake simulations and animation into textures, then play them back on ordinary static meshes.

A Vertex Animation Texture (VAT) records motion once, at bake time, into a texture. At runtime the mesh is a plain static mesh and a material moves its vertices. There is no skeletal mesh to tick, no simulation to run, and no per-instance CPU cost — so the same animation can be drawn hundreds of times for close to the price of drawing it once.

What you can bake

Type Source you supply
Rigid Body (Compound) Static mesh actors with physics, or a Chaos Geometry Collection
Rigid Body (Instanced / ISM) The same, when every piece shares one mesh — plays back GPU-instanced
Soft Body A skeletal mesh or Chaos cloth actor, simulated in the editor
Soft Body (Anim Sequence) A Skeletal Mesh + Anim Sequence asset pair — no simulation needed
Particle A Niagara system, played back through a Niagara data interface
Fluid (Geometry Cache) An Alembic Geometry Cache whose topology changes per frame

See Bake types for what each produces and its limits.

Requirements

  • Unreal Engine 5.7, Windows 64-bit
  • The Niagara and Geometry Cache plugins (both ship with the engine; Ternary VertexCache enables them automatically)

Everything runs in-editor. There is no Houdini dependency and no external round-trip.

Install

From Fab — install to the engine from your Epic library, then enable Ternary VertexCache in Edit ▸ Plugins and restart.

Manual — copy the TernaryVertexCache folder into your project's Plugins/ directory (create it if needed), then enable the plugin in Edit ▸ Plugins and restart.

What a bake produces

Every bake writes a set of assets into the output path you choose, all named from your Asset Name:

Asset Name Produced for
VAT data asset <Name> every type
Position texture <Name>_Position every type
Rotation texture <Name>_Rotation Rigid Body
Normal/tangent texture <Name>_NormalTangent Both Soft Body types, Fluid
Playback mesh <Name>_Mesh every type except Particle

The data asset is the one you assign in your material — it carries everything the decode node needs. The playback mesh is what you place in the level.

The baked VAT data asset

Opening the data asset shows what was baked: which textures and mesh it produced, and its layout — frame count, frame rate and Unit Count, the last of which you'll need when setting up Niagara particle playback.

Re-baking over an existing asset reuses it in place, so materials and placed actors keep working.

Next steps

  1. Quick start — a complete bake in a few minutes.
  2. Materials — wiring the decode node. Read this before your first bake plays back; each type has specific material settings it requires.
  3. Troubleshooting — if something looks wrong.