# FAQ

{% hint style="info" %}
**UNREAL ENGINE:** This guide is for the Unreal Engine packages and cannot be used as a guide for the Unity packages.
{% endhint %}

## Technical

> **Q. Why is my grass/plant all black?**
>
> A. Foliage uses Virtual Texturing to achieve blending with the terrain. Please follow the [Dreamscape - Installation & Set-up](/dreamscape-series/unreal-engine/dreamscape-installation-and-set-up.md#project-settings) guide to set-up the correct settings.

> **Q. Does the Dreamscape series work with Lumen?**
>
> A. There are not specific prerequisites for using Lumen. Lumen can be enabled if so desired, but for stylized projects it does not add much on a visual level, has a performance impact and can create visual artifacts with Ambient Occlusion. You can enable it at your own risk.

> **Q. Does the Dreamscape series work with Nanite?**
>
> A. Nanite does not yet work with materials using Pixel Depth Offset or World Position offset (might change in future versions of Unreal). This means that it cannot be compatible with most foliage assets. Nanite can be enabled for any assets that do not use the channels above (The majority of static props), but all assets in the Dreamscape series are optimized with LODs, so enabling nanite in most cases is not required.

> **Q. Does the Dreamscape series work with World Partition?**
>
> A. Yes.

## Performance

> **Q. How are the assets optimized?**
>
> A. All the assets are highly optimized, with multiple LODs, shared materials and high quality distance billboards , designed to allow the assets to scale from high-end consoles to mobile devices.

> **Q. Does Dreamscape work on mobiles?**
>
> A. Yes, the assets are designed to work on current mobile devices as well. While the assets are designed to scale to most platforms, the Demo Scene is designed to showcase the power and beauty of the pack and is not designed for mobile devices in mind.  Mobile devices require a lot of optimizations to create large open-world games and the demo map is not designed for that purpose.

> **Q.Why is my editor framerate in the Demo Map low?**
>
> A. The demo map is designed to push the content to it's limits and achieve a AAA look. This means that the default settings are not optimized for use on lower end PCs and require a modern PC to achieve a smooth framerate while in editor mode. There are a lot of optimizations that can be done to improve the performance on lower end workstations, please check the [Optimization Guide](/dreamscape-series/unreal-engine/optimization-guide.md) for more information.

## Other

> **Q.Can I use your content in my NFT Project?**
>
> A. It depends. You are **NOT allowed to distribute any of the assets as NFTs**, either in their original form or any derivatives of it. - Polyart Studio still owns the **copyright** of all the assets we sell. You **CAN** use any of our assets in **NFT/Blockchain** enabled projects without any issues, as long as they are **NOT** part of any NFT you might mint.

> **Q.Are you planning to create more collections in the Dreamscape Series?**
>
> A. Yes, we are always working on he next collection! When we have content ready to show, we always post it on our discord channel so please join our server in order to get informed on our upcoming releases.

> **Q.Do you do custom work?**
>
> A. We sometimes do, but we mostly partner with larger teams for longer projects. Our rates are not indie friendly, but we produce work of the highest quality.


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