3D scenes
setting up, 38
units, 38
accessing Levels interface, 287
action mappings, 142
adding to level, 331
Change Material function, 326–327
Change Material function, creating, 321
materials, adding, 333
Current Material Index, 318
IsClicked, 318
Materials, 317
adding from Class Browser, 125
CineCameraActor, 261
components, 107
construction scripts, 110
duplicating, 125
focusing camera on, 129
Player Start actor, placing, 155–156
post process volume actors, 224–231
reflection capture actors, effect on performance, 224
Sky Light actor, 128
the world, 106
adding
IES profiles, 133
AddMovementInput function, 149
adjusting
Capsule Component, 140
max walk speed, 142
UV density in Lightmass, 218–220
advanced settings (UE4 Editor), 137
After Effects, 8
alpha channels, 53
animations, 9
dynamic camera, animating, 261–264
answer hubs, 341
aperture f-stop, 228
application dependence, as limitation of UE4, 12
applications
distributing, 33
launching, 161
applying
architectural visualization project settings, 173–175
materials, 81
architectural visualization project
applying project settings, 173–175
assets, moving, 173
clean geometry, ensuring, 180
data pipeline, organizing the scene, 178–179
exporting the scene, 182
FBX files, exporting, 190
fixtures, 179
Auto Generate Collision option, 185
Generate Lightmap UVs option, 185
Import into Level feature, 186–188
Transform Vertex to Absolute option, 185
input settings, 172
materials, 179
migrating from another project, 170–172
mindful geometry, 190
pivot points, 189
populating the scene
cloning tool, 198
dragging and dropping meshes, 197
placing prop meshes, 198
setting location to zero, 197
setting up the level, 194
Shift+dragging, 198
surface snapping, 198
prop meshes, 188
architecture, building, 129–130
collision, 47
arrays, Meshes to Modify variable, 315–316
assets
migrating from another project, 170–172
moving, 173
naming conventions, 41
placing in Levels, 123
renaming, 173
snapping, 125
assigning GameMode class to project, 153–154
Atmosphere Sun Light check box, 126–127, 210
atmospheric fog simulation, 126, 195, 210
attenuation, 222
authoring complexity, as limitation of UE4, 11
Auto Convex Collision, 47
auto exposure, 71–72, 222, 227–228
Auto Generate Collision option, 185
Auto Generate Lightmap UVs import option, 44–45
automatic LOD creation, 46
axis mappings, 142
Backface Cull, 39
adding to master materials, 237–238
base eye height, setting for pawns, 140
base UV channel, architectural visualization project, 181–182
Batman Arkham Knight, 5
BeginPlay event, 110–111, 292–293
benefiting from UE4
changing datasets, 13
comparing options, 13
Blend Radius setting (Post Process Volume), 226
bloom, 71
Bloom setting (Post Process Volume), 227
adding to level, 331
Change Material function, creating, 321
materials, adding, 333
components, 107
pawns, 106
casting, 112
classes, 103
inheritance, 109
communication, 111
direct Blueprint communication, 111
event dispatchers, 111
input, adding, 144
Level Blueprint, opening, 290–292
migrating from another project, 170–172
objects, 103
PC, 104
rotation, 105
players, 104
scripts, compiling, 112
the world, 106
Bokeh, 73
Braking Friction setting, 142
brick instances, 252
building
content, 31
scenes for visualization, 194
builds
configuration, 159
packaged builds, versus editor builds, 158
bulk editing with property matrix, 273–275
buttons
horizontal box, creating, 301–303
Recapture Scene, 212
cameras
dynamic cameras, 261
focusing on actors, 129
Capsule Component, adjusting, 140
carpet instances, 251
casting, 112
Change Material function, creating, 321
changing nature of UE4, 338
Channel 0, architectural visualization project, 181–182
CharacterMovement Component, 141
characters, 341
child classes, 109
CineCameraActor, 261
circle DOF, 73
Class Browser, 125
classes, 103
GameMode class
inheritance, 109
pawns
base eye height, 140
Braking Friction, 142
Capsule Component, adjusting, 140
max walk speed, adjusting, 142
movement speed, setting up, 141–142
pitch and yaw, adjusting, 140–141
Player Controller class, creating, 144
clean geometry, ensuring, 180
cloning tool, 198
collaborating sequences, 264
collision primitives, 272
architecture mesh collision, 47
Auto Generate Collision option, 185
complex collisions, 272
Convex Decomposition, 47
level streaming pre-configuration steps, 285
per-polygon collisions, 272
Player Collision view, 271
bulk editing with property matrix, 273–275
prop collisions, 276
prop mesh collision, 47
visualizing, 275
color
base color, adding to master materials, 237–238
linear color, 85
as numbers, 85
Color Grading setting (Post Process Volume), 227
color scales, base color, 61
communication, Blueprints, 111
Community section (Epic Games Launcher), 22–23
community support, 19
comparing
options, as strength of UE4, 13
packaged versus editor builds, 158
compiling
Blueprint scripts, 112
complex collisions, 272
adding to Actor Blueprint, 319–320
Compress Lightmaps setting (Lightmass), 217–218
compression, 53
Config folder, 28
configuring levels for level streaming, 281–286
enabling collision, 285
importing new architecture, 283–284
making the variation level, 282–283
replacing meshes, 284
saving your level, 283
setting up Lightmap density, 284
toggling datasets, 282
construction scripts, 110, 322–324
content. See also content pipeline
building, 31
exporting, 31
geometry, preparing for UE4, 39
importing, 31
Content Browser, 32
content browser, 341
Content folder, 29
.uasset files, 30
content library, importing to, 54–56
3D scenes, setting up, 38
Backface Cull, 39
architecture mesh collision, 47
Convex Decomposition, 47
prop mesh collision, 47
export settings, 48
importing to content library
LOD, 46
automatic LOD creation, 46
statistics, 38
alpha channels, 53
compression, 53
Mip-Maps, 53
resolution, 53
supported formats, 52
Lightmap UV coordinates, 44–45
real-world scale, 42
tiling versus unique coordinates, 42–43
world-projection mapping, 42
Contrast setting (Post Process Volume), 226
Controller Rotation Yaw, 140–141
Convex Decomposition, 47
cooking, 158
copying assets, 173
costs of developing for UE4, 16–18
testing, 17
creating
architectural visualization project, 169–170
Change Material function, 321
labels, 305
master materials, 236
ambient occlusion, 242
instances, 244
metallic input channel, 238–240
base color map, 99
placing parameter nodes, 92–93
post-process outlines, 278–279
projects from the Launcher, 116–119
widgets, 307
Current Material Index variable, 318
custom events, creating, 294–297
data pipeline (architectural visualization project)
clean geometry, ensuring, 180
exporting the scene, 182
exporting, 190
fixtures, 179
Auto Generate Collision option, 185
Generate Lightmap UVs option, 185
Import into Level feature, 186–188
Transform Vertex to Absolute option, 185
materials, 179
mindful geometry, 190
pivot points, 189
prop meshes, 188
datasets
changing, 13
toggling, 282
decelerating movement, 142
default units, in UE4, 38
defining
Player Start actor, 290
scope of projects, 116
details, adding to structures, 130–133
detecting false clicks, 330
developing visualizations, 7–8
direct Blueprint communication, 111
directional light
adding to scenes, 196
sun light, 207–209. See also sun light
directional light actor, 126
Display Units, 38
distributing
applications, 33
projects, 162
documentation, for UE4 development, 18
DOF (depth of field), 72–73, 228–229
Bokeh, 73
circle DOF, 73
Gaussian DOF, 73
dragging and dropping meshes, 197
duplicating actors, 125
dynamic cameras, 261
keyframes, setting, 262
naming tracks, 263
transitions, 263
editing
bulk editing with property matrix, 273–275
editor builds versus packaged builds, 158
Editor Preferences window, 342
enabling the mouse cursor, 277–278
ensuring clean geometry, 180
Epic Games, 4
Learn section, 23
Library section, 23
Marketplace, 23
event dispatchers, 111
custom events, creating, 294–297
action mappings, 142
axis mappings, 142
exporting
architectural visualization project model, 182
content, 31
FBX files, 190
exposure, auto exposure, 71–72
false clicks, detecting, 330
export settings, 48
FBX exporter, 38
FBX files, 7
architectural visualization project, 182–183
exporting, 190
saving, 51
files. See also projects
.pak files, 158
redirectors, 173
source control, 15
UMAP, 207
motion blur, 74
screen space reflections, 74–75
SSAO, 74
film making, UE4 in, 340
fixtures, architectural visualization project, 179
flexibility of input mapping, 143–144
focal distance, 228
focusing camera on actors, 129
fog, atmospheric fog simulation, 126
folders
project folder
Config folder, 28
Content folder, 29
Intermediate folder, 30
Plugins folder, 29
structure of, 27
frames
vertex shaders, 84
Fringe effect setting (Post Process Volume), 226
AddMovementInput, 149
Change Material function, creating, 321
future of visualization, 338
game community reaction to UE4, 6
GameMode class
game-style navigation system, 129
Gaussian DOF, 73
G-Buffers, 74
GDC (Game Developer’s Conference), 20
Gears of War, 5
Generate Lightmap UVs option, 185
generating LOD meshes, 46
geometry
clean geometry, ensuring, 180
mindful geometry, 190
Get Actor Forward vector function, 149–150
Get Actor Right vector function, 149–150
getting the most from PBR, 62–63
GI (global illumination), 11, 206
Global Asset Picker, 342
GPUs, development requirements, 14
Grain effect setting (Post Process Volume), 227
Graph Editor, 82
hardware, costs of developing for UE4, 16
history of UE4, 5
horizontal box, creating, 301–303
HUD, 342
IES profiles, 222
adding, 133
Import into Level feature, 186–188
importing
architectural visualization project model, 184–188
Auto Generate Collision option, 185
Generate Lightmap UVs option, 185
Import into Level feature, 186–188
Transform Vertex to Absolute option, 185
architecture into levels, 283–284
Auto Generate Lightmap UVs import option, 44–45
content, 31
improving build times, 214
Indirect Lighting Quality setting (Lightmass), 216
Indirect Lighting Smoothness setting (Lightmass), 216
classes, 109
action mappings, 142
axis mappings, 142
installers, 163
instances of materials, 89–91, 93–94
brick, 252
carpet and rugs, 251
creating, 244
Intensity setting
for sun light, 210
interactive visualizations, 9, 10
Perspective Viewport, 10
interactivity
adding to projects, 32
preparing levels for
adding Player Start actor, 270
creating post-process outlines, 278–279
Player Collision view, 271
interfaces, Blueprints, 111–112
Intermediate folder, 30
Is Valid branch, 148
IsClicked variable, 318
keyboard shortcut, creating for Level Blueprint, 297–298
keyframes, setting, 262
labels, creating, 305
launching your application, 161
layers, 200
LDs (level designers), 194
Learn section (Epic Games Launcher), 23
lens flares, 71
Lens Flares setting (Post Process Volume), 227
Lerp nodes, 96
Level Blueprint
keyboard shortcut, creating, 297–298
saving, 309
adding streaming levels, 287–289
defining a Player Start actor, 290
Levels interface, accessing, 287
loading levels with Blueprints, 289–290
pre-configuration steps, 281–286
enabling collision, 285
importing new architecture, 283–284
making the variation level, 282–283
replacing meshes, 284
saving your level, 283
setting up Lightmap density, 284
toggling datasets, 282
programming the switching, 294
testing, 294
levels. See also level streaming
assets, placing, 123
configuring for level streaming, 281–286
enabling collision, 285
importing new architecture, 283–284
making the variation level, 282–283
replacing meshes, 284
saving your level, 283
setting up Lightmap density, 284
toggling datasets, 282
dragging and dropping meshes, 197
material switcher Blueprint, adding, 331
preparing for interactivity
adding Player Start actor, 270
bulk editing with property matrix, 273–275
creating post-process outlines, 278–279
enabling the mouse cursor, 277–278
Player Collision view, 271
prop collisions, 276
setting up, 194
Library section (Epic Games Launcher), 23
Light Propagation Volumes, 63
Atmosphere Sun Light check box, 126–127
atmospheric fog simulation, 195
auto exposure, 222
bloom, 71
directional light, 196
lens flares, 71
light portals, 222
global illumination, 65
shadows, 64
specular reflections, 65
post process volume actors, 224–231
reflections, 68
screen space reflections, 74–75
SSR, 68
Lower Hemisphere is Solid Color setting, 212
Mobility setting, 212
Source Type setting, 212
spot lights
attenuation, 222
Mobility setting, 221
Temperature setting, 222
global illumination, 67
shadows, 67
global illumination, 66
Atmosphere Sun Light check box, 210
atmospheric fog simulation, 210
Intensity setting, 210
Temperature setting, 210
architectural visualization project, 181–182
Compress Lightmaps setting, 217–218
Indirect Lighting Quality setting, 216
Indirect Lighting Smoothness setting, 216
Num Indirect Lighting Bounces setting, 216
Static Lighting Level Scale setting, 216
static lights, 207
UV density adjustments, 218–220
limitations of UE4
application dependence, 12
authoring complexity, 11
development time, 12
positional tracking, 12
linear color, 85
loading levels with Blueprints, 289–290
location, setting to zero, 197
automatic LOD creation, 46
meshes, generating, 46
logic, 17
Lower Hemisphere is Solid Color setting, 212
margin of error, as limitation of UE4, 11–12
Marketplace (Epic Games Launcher), 23
masked materials, 88
Mass Effect, 5
creating, 236
ambient occlusion, 242
metallic input channel, 238–240
instances
brick, 252
master sequences
collaborating, 264
Render Movie Settings dialog, 265–266
rendering to video, 264–265, 266–267
Material Editor, 81
opening, 81
preview viewport, 83
saving materials, 84
UI, 82
material switcher Blueprint, 311–312, 324–326. See also Actor Blueprint
adding to level, 331
Change Material function, 326–327
materials, 80, 234–235. See also lighting
adding to Actor Blueprint, 333
applying, 81
for architectural visualization project, 179
color
linear color, 85
as numbers, 85
base color map, 99
placing parameter nodes, 92–93
creating, 244
creating, 236
Metallic input, 62
modifying, 81
MSO materials, 179
pixel shaders, 84
post processing, 76
saving, 84
surface types
masked materials, 88
opaque, 88
translucent, 89
vertex shaders, 84
Materials variable, 317
max walk speed, adjusting, 142
meetup.com, 20
meshes
adding to Actor Blueprint, 331–332
dragging and dropping, 197
multiple materials, 53
prop meshes, 188
replacing, 284
Meshes to Modify variable, 315–316
Metallic input (PBR), 62, 238–240
middleware engines, 5
migrating from another project, 170–172
mindful geometry, 190
Mip-Maps, 53
Mobility setting
for sky light, 212
for spot lights, 221
modes, 343
modifying
assets, 123
materials, 81
motion blur, 74
Motion Blur setting (Post Process Volume), 229
mouse interface
detecting false clicks, 330
global illumination, 65
shadows, 64
specular reflections, 65
movement speed, setting up, 141–142
movement speed, setting up
Braking Friction, 142
deceleration, 142
moving
assets, 173
adding movement input, 148–152
Is Valid branch, 148
MSO (multi-subobject) materials, 179
multiplying colors, 238
assets, 41
prefixes, 41
suffixes, 41
tracks, 263
navigation, game-style navigation system, 129
new projects, setting up, 30–33
Lerp nodes, 96
placing in Material Editor, 82–83
normals, 39
Num Indirect Lighting Bounces setting (Lightmass), 216
NVIDIA, VXGI, 63
objects, 103
spawning, 110
opaque materials, 88
opening
Material Editor, 81
operating systems, development requirements, 14
organizing scenes
layers, 200
overriding material parameters, 90–91
packaged builds versus editor builds, 158
packaging your product, 33, 160
build configuration, 159
platforms, 159
painted wall instances, 245–247
.pak files, 158
panels, Details panel, 124
of materials, 90
parent classes, 109
pawns, 106
base eye height, 140
Capsule Component, adjusting, 140
max walk speed, adjusting, 142
movement speed, setting up, 141–142
Braking Friction, 142
adding movement input, 148–152
Is Valid branch, 148
pitch and yaw, adjusting, 140–141
PBR (Physically Based Rendering), 4, 7, 60–63
base color, 61
Metallic input, 62
reflection probes, 223
PC (player controller), 104
mouse interface, 105
rotation, 105
performance, effect of reflection capture actors on, 224
per-polygon collisions, 272
Perspective Viewport, 10
PIE (Play in Editor) mode, 136, 343
pitch and yaw, adjusting, 140–141
architectural visualization project, 189
pixel shaders, 84
placing
assets in Levels, 123
light portals, 222
nodes in Material Editor, 82–83
prop meshes in scenes, 198
platforms, 159
Simulate, 137
Standalone Game, 137
Player Collision view, 271
Player Controller class
creating, 144
Player Start actor
adding to levels, 270
defining for level streaming, 290
PC, 104
mouse interface, 105
rotation, 105
the world, 106
PlayerState, 343
Plugins folder, 29
POM (Parallax Occlusion Mapping), 249–252
populating
Levels with content, 32
scenes, 193
cloning tool, 198
dragging and dropping meshes, 197
placing prop meshes, 198
setting location to zero, 197
setting up the level, 194
Shift+dragging, 198
surface snapping, 198
positional tracking, as limitation of UE4, 12
Post Process Volume, 69
post process volume actors, 224–231
materials, 76
prefixes, naming conventions, 41
preparing
levels for interactivity
adding Player Start actor, 270
creating post-process outlines, 278–279
enabling the mouse cursor, 277–278
Player Collision view, 271
prop collisions, 276
preview viewport (Material Editor), 83
Priority setting (Post Process Volume), 226
professional game engines, 5
architectural visualization project
applying project settings, 173–175
clean geometry, ensuring, 180
exporting the scene, 182
FBX files, exporting, 190
fixtures, 179
input settings, 172
materials, 179
mindful geometry, 190
pivot points, 189
prop meshes, 188
cooking, 158
creating from Launcher, 116–119
folder structure, 27
Config folder, 28
Content folder, 29
Intermediate folder, 30
Plugins folder, 29
GameMode class, assigning, 153–154
action mappings, 142
axis mappings, 142
installers, 163
pawns
Braking Friction setting, 142
Controller Rotation Yaw, 140–141
movement speed, setting up, 141–142
Player Controller class, creating, 144
scope of, defining, 116
storing, 31
workflow
adding interactivity, 32
building content, 31
exporting content, 31
importing content, 31
populating Levels with content, 32
setting up a new project, 30–31
prop collisions, 276
prop mesh collision, 47
Prop Meshes, 40
prop meshes, 188
placing in scenes, 198
property matrix, 344
props, adding to structures, 130–131
providing support, 33
QA, costs of developing for UE4, 17
rasterization, 344
raytracing, 37
real-time, 344
running UE4 in, 8
real-world scale, 42
Recapture Scene button, 212
Reflection Capture Actors, 68
reflections, 68
screen space reflections, 74–75
Screen Space Reflections setting (Post Process Volume), 229
specular reflections, 65
SSR, 68
release of UE4, 5
renaming assets, 173
Render Movie Settings dialog, 265–266
rendering
animations, 9
architectural visualization project settings, 173–175
RTT, 340
stills, 9
replacing meshes, 284
requirements
for architectural visualization project, 167–169
for UE4 development, 14
resolution of textures, 53
roughness map, adding to materials, 94–97
RTT (Render to Texture), 340
rug instances, 251
Saturation setting (Post Process Volume), 226
saving
FBX files, 51
Level Blueprint, 309
levels, 283
materials, 84
sequences, 264
scenes
architectural visualization project, populating, 193–203
building for visualization, 194
populating
cloning tool, 198
dragging and dropping meshes, 197
placing prop meshes, 198
setting location to zero, 197
Shift+dragging, 198
surface snapping, 198
scope
of architectural visualization project, 167–169
of projects, defining, 116
screen space reflections, 74–75
Screen Space Reflections setting (Post Process Volume), 229
scripting
classes, 103
compiling the script, 112
objects, 103
PC, 104
players, 104
construction scripts, 110, 322–324
dynamic cameras, 261
sequences, 258
collaborating, 264
master sequences, creating, 258–260
master sequences, editing, 263–264
Render Movie Settings dialog, 265–266
rendering to video, 264–265, 266–267
saving, 264
setting up
architectural visualization project, 169–172
levels, 194
projects, 136
Shadowmaps, 207
shadows
in moveable lighting, 64
in static lighting, 67
Shift+dragging, 198
Simulate mode, 137
Skeletal Meshes, 39
Sky Light actor, 128
adding to scenes, 196
Lower Hemisphere is Solid Color setting, 212
Mobility setting, 212
Source Type setting, 212
Slate, 344
snapping, 125
surfaces, 198
source art, 27
source control, 15
Source Type setting, 212
spawning, 110
specular reflections, 65
spot lights
attenuation, 222
Mobility setting, 221
Temperature setting, 222
SSAO (screen space ambient occlusion), 74, 228
SSR (Screen Space Reflection), 68
Standalone Game mode, 137
Start Material Index variable, 317–318
Static Lighting Level Scale setting (Lightmass), 216
global illumination, 67
shadows, 67
Static Meshes, 39
Prop Meshes, 40
global illumination, 66
statistics, 38
stills, 9
storing projects, 31
strengths of UE4
changing datasets, 13
comparing options, 13
structures, adding details to, 130–133
suffixes, naming conventions, 41
Atmosphere Sun Light check box, 210
atmospheric fog simulation, 210
Intensity setting, 210
Temperature setting, 210
support, providing, 33
surface snapping, 198
surface types
masked materials, 88
opaque materials, 88
translucent, 89
TAA (temporal anti-aliasing), 70–71, 230–231
teamwork, in UE4, 15
Temperature setting
for spot lights, 222
for sun light, 210
testing
costs of developing for UE4, 17
level streaming, 294
TextRender component, 320
Textures, 11
adding to master materials, 243–244
alpha channels, 53
compression, 53
Mip-Maps, 53
resolution, 53
RTT, 340
supported formats, 52
third-party plugins, automating LOD generation, 46
ticks, 108
tiling versus unique coordinates, 42–43
time, costs of developing for UE4, 16–17
toggling datasets, 282
TomShannon3d.com, 16
tools
cloning tool, 198
UE4 Editor, 25
tracks, naming, 263
training for UE4 development, 18
Transform Vertex to Absolute option, 185
transitions, 263
translucent materials, 89
triangles, 38
Backface Cull, 39
UDK (Unreal Developer’s Kit), 5
applications for, 8
Atmosphere Sun Light check box, 126–127
benefiting from, 13
changing nature of, 338
community support, 19
costs of developing for, 16–18
default units, 38
Details panel, 124
development requirements, 14
documentation, 18
in film making, 340
future of, 11
game community reaction to, 6
history of, 5
interactivity, 10
limitations of
application dependence, 12
authoring complexity, 11
development time, 12
positional tracking, 12
next steps for, 339
platform support, 7
folder structure, 27
release of, 5
releases, 24
RTT, 340
running in real time, 8
source control, 15
strengths of
changing datasets, 13
comparing options, 13
teamwork in, 15
training, 18
updates to, 6
versions of, 24
advanced settings, 137
PIE mode, 136
UI (user interface)
EU4 Editor, 4
Material Editor, 82
labels, creating, 305
UMAP files, 207
UMG (Unreal Motion Graphics), 7, 299–305
horizontal box, creating, 301–303
labels, creating, 305
adding to viewport, 307
creating, 307
Unbound setting (Post Process Volume), 225
Unreal Dev Grant program, 19
Unreal Engine Marketplace, 19
Unreal Tournament, 5
unrealengine.com, 3
update to UE4, 6
UV density adjustments (Lightmass), 218–220
architectural visualization project, 180–182
Lightmap UV coordinates, 44–45
real-world scale, 42
tiling versus unique coordinates, 42–43
world-projection mapping, 42
UVW coordinates, 42
variables, 345
source control, 15
version control software, 31
versions of UE4, 24
vertex shaders, 84
video, rendering sequences to, 264–265
view height, setting for players, 140–141
base eye height, 140
Capsule Component, adjusting, 140
viewports, adding widgets to, 307
Vignette effect setting (Post Process Volume), 226
visual scripting languages, Blueprints, 6
visualizations, 7
future of, 338
scene building, 194
source art, 27
visualizing collisions, 275
VXGI, 63
websites
meetup.com, 20
unrealengine.com, 116
www.TomShannon3d.com, 16
www.unrealengine.com, 3
White Balance setting (Post Process Volume), 226
adding to viewport, 307
creating, 307
workflow
building content, 31
distributing your application, 33
exporting content, 31
importing content, 31
packaging your product, 33
populating Levels with content, 32
setting up a new project, 30–33
world-projection mapping, 42
www.TomShannon3d.com, 16
www.unrealengine.com, 3
zero, setting locations to, 197
3.145.166.167