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Showing posts from January, 2019

Atlantis Project 1/29/19

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Atlantis Project Map Concept

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Unreal Performance Monitoring: GPU Profiling

Unreal Performance Monitoring: Render Visualizers

Unreal Performance Monitoring: Playback and Performance

Unreal Matinee Creating Cinematics: Using Camera Groups in Matinee

Unreal Matinee Creating Cinematics: The Matinee UI

Unreal Matinee Creating Cinematics: Introduction to Matinee

Unreal Blueprints: Blueprint Animation Lighthouse Light

I converted the lighthouse light actor to a blueprint and followed the scripting shown in the video, but it wouldn't rotate and came up with an error message when Play or Simulation was selected in the Blueprint Viewport.

Unreal Blueprints: Blueprint Editor

I was unable to follow the video instructions, as my lighthouse light actor didn't have the edit blueprint option like the instructor's.

Unreal Blueprints: Introduction to Blueprints

Unreal Look Development Effects: Creating Glow Bugs

Unreal Look Development Effects: Creating Ambient Particles Exhaust

Though I followed the video, my exhaust was virtually nonexistent compared to the instructor's.

Unreal Look Development Effects: Using Particle Systems

Unreal Look Development Effects: Creating Ambient Particles Fog

Unreal Look Development Effects: Creating Ambient Wind

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The Material Editor part of this video was already done to the files. The rest of the models were switched to their final material.

Unreal Look Development Effects: Creating Atmospherics

Unreal Look Development Water: Advanced Material Water

The Paint Tool has been updated since the tutorial was made, and as such I couldn't use the paintbrush to paint out the seafoam levels.

Unreal Look Development Water: Defining the Water Body

Unreal Post-Process Effects: Lighting Components

Unreal Post-Process Effects: Adding a Bloom Effect

Unreal Post-Process Effects: Tone Mapping

Unreal Post-Process Effects: Anti-Aliasing

Unreal Look Development Lighting: Building the Lighthouse Light

Unreal Look Development Lighting: Environment Lighting

Unreal Look Development Lighting: Lighting with Light Actors Headlights

Unreal Look Development Lighting: Lighting Basics

Unreal Look Development Materials: Material Instances

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I was unable to repeat what happened in the tutorial video, as the instructor didn't reset the rock material editor nodes for earlier files and what was done in the video was already changed. Here is the video of the instance editor:

Unreal Look Development Materials: Material Editor Lantern

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Unreal Look Development Materials: Material Properties

Unreal Look Development Materials: Introduction to Materials

Unreal Level Assembly: Assembling the Scene

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The video I recorded of this lesson was too large for Blogger to upload, so here are some screenshots of the scene with the main objects assembled.

Unreal Level Assembly: Importing Final Assets into Unreal

Unreal Level Assembly: Exporting Final Assets for Unreal

Unreal Level Design Blocking: Exporting Blocked Levels

Unreal Level Design Blocking: Blocking Out the Level

Unreal Level Design Blocking: Geometry Brush Tour

Unreal Creating Base Landscapes: Editing Landscapes

Refine the area with the Sculpt Tool, then add more detailed texture to the mountain with the Noise Tool.

Unreal Creating Base Landscapes: Creating Base Landscapes

First, create the base Landscape with the Landscape Mode. Use the Sculpt Tool to create a basic mountain shape. You can hold Shift + Left Click to smooth the landscape. Use the Flatten Brush in the Sculpt Tool dropdown menu to flatten the areas that you want to be flatter. Use the Noise Brush in the Sculpt Tool dropdown menu to add noise to the mountains, making them less smooth and more rugged.

Unreal Creating Base Landscapes: Landscape Tool Modes

To create a landscape, go to the Modes panel on the left side of the Unreal UI and choose "Landscape" then "Create." The basic modes are Manage, Sculpt, and Paint.

Unreal Starting a New Project: Advanced Manipulation Techniques

To move an actor onto the plane or object below it, you can press the "End" key while it is selected to have it locked to the object below it without clipping through it. You can change the distance the object moves across the grid, the degree at which the object rotates, the rate of scaling, and the speed of the camera with the icons at the top of the viewport.

Unreal Starting a New Project: Placing and Manipulating Actors

An actor in the Unreal Engine is anything you can interact with, like lights, geometry, and characters. The actors can be found in the Modes tab on the left of the screen. You can add an actor to the stage by left-clicking and dragging it into the viewport. You can move the actor with "W", rotate it with "E", and scale it with "R". You can also place an actor by right-clicking on the viewport and selecting "Place Actor."

Unreal Starting a New Project: The Content Browser

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The Content Browser is at the bottom of the Unreal Engine UI. It houses all of your assets and created objects for your project. The side directory of the Content Browser has the different types of assets in the appropriate folders, such as Architecture, Audio, and Materials. There is a search bar at the top of the editor where you can search for your desired asset that you know is somewhere in the content folders. You can also add a new asset straight from the Content Browser by right-clicking on a folder and choosing "New Asset." You can also rename and color asset folders to sort them easier. If you go to the View Options tab at the bottom of the Content Browser, you can unlock more assets by checking the Show Content options.

Unreal Starting a New Project: Creating a New Project

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The New Project tab has templates in both Blueprint and C++. You can start from Blank Templates, or templates that are made for your desired genre, such as First-Person, Puzzle, Side Scroller, or Twin Stick Shooter. At the bottom of the page you can choose whether you are making the project for Desktop/Console or Phones, choose Quality, and name the project.

Unreal Understanding the Unreal 4 UI: Introduction to the UI

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The top of the Unreal Engine UI contains the tab bar. The left section of the Unreal UI is the Modes window, where you can import simple objects, lights, paint, landscapes, and foliage. The middle section contains the viewport, where you can view the scene and change the camera and lighting. The right section contains the World Outliner, where all the objects in the scene are listed.

Unreal Understanding the Unreal 4 UI: Epic Launch Screen

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In the Epic Launcher, you can see all of the newest updates to Unreal Engine. At the top, you can see tutorials on how to use Unreal in the "Learn" tab, buy and sell assets on the Marketplace, and see your owned versions of Unreal Engine and owned assets in your Library. Near the middle of the screen, you can also find answers to possible problems in the AnswerHub, Forums, and Wiki. There is also a Blog with developer updates.