150 Game Development and Simulation with Unreal Technology
drawn on that location. The end result of any calculation that describes the colo rs at
each pixel is stored in the fr ame buffer.
The blend mode of a material tells the engine how to include the results of the
material calc ulations for each pixel with the destination color already in the f rame
buffer. Unreal Engine has five available Blend Modes. Table 4.6 shows a brief
description of each model.
CROSS-REFERENCE
To learn more about Material Blend Modes, please check out Section 5.3
on page 271 of Chapter 5– Advanced Material Concepts in Unreal Engine.
Now that we have covered some basics of what materials are in UE4 and got a
quick overview of the Material Editor in Unreal Engine 4, let us make a couple of
basic materials. In the next few tutorials, we will go over the creation of a number of
materials based on the physically based shading models. But first, in Tutorial 4.1 we
will set up our project and migrate some assets to be able to showcase our work.
FIND ON THE WEBSITE
To find updates to this tutorial and upda te d instructions about its implementa-
tion on othe r UE4 versions, p le ase visit the book’s companion Website at:
http://www.RVRLAB.com/UE4Book/
TUTORIAL 4.1 Creating a Project and Migrating Contents
CREATE A BLANK PROJECT
In this tutorial we will set up an empty project and migrate the contents of
the Demo Room from the Unreal Engine’s Example Con tents p roject into
it. The first thing to do is to create a p roject to which we will add the Demo
Room. We will select the Include starter content to have access to starter
contents (see Fig ure 4.24).
1. Open the Unreal Launcher and select the version of the engine you would like to
work with. The following tutorial is crea te d with Unreal Engine 4.5.1.
2. Once the La uncher Opens, choose New Project (see Figure 4.24).
3. Select the B lueprint as y our proje ct type, and make sure that the Bla nk is se-
lected.