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Index
Title Page
Copyright Page
Dedication
Contents at a Glance
Contents
Preface
Who Should Read This Book
How This Book Is Organized
Part I: Unreal Engine 4 Overview
Part II: Your First UE4 Project
Part III: Architectural Visualization Project
Source Files
Conventions Used in This Book
Acknowledgments
About the Author
Part I: Unreal Engine 4 Overview
Chapter 1. Getting Started with Unreal Engine 4
What Is Unreal Engine 4?
A Brief History of Unreal Engine
Introducing Unreal Engine 4
UE4 Highlights for Visualization
Developing Interactive Visualizations with Unreal Engine 4
What UE4 Brings to Visualization
UE4 Development Caveats
Identifying Great UE4 Projects
Unreal Engine 4 Development Requirements
Teamwork in Unreal Engine 4
Source Control Overview
Unreal Engine 4 Versioning Support Integration
Costs of Developing for UE4
Hardware
Development Time
Testing and QA
Cost Savings of UE4
Resources and Training
Community Support
Marketplace
Community Events and Conferences
Summary
Chapter 2. Working with UE4
Unreal Engine 4 Components
Epic Games Launcher
UE4 Engine
UE4 Editor
UE4 Projects
Source Art
Project Folder Structure
Config
Saved
Plugins (Optional)
Content
Intermediate
Understanding .uasset Files
Unreal Engine 4 Content Pipeline
Set Up a New Project
Build Content
Export Content
Import Content to UE4
Populate the Level with Content
Add Interactivity (Programming!)
Test and Refine
Package
Distribute
Provide Support
Summary
Chapter 3. Content Pipeline
Content Pipeline Overview
Content Preparation
3D Scene Setup
Units
Statistics
Backface Cull and Normals
Preparing Geometry for UE4
Architecture and Prop Meshes
Naming
UV Mapping
Level of Detail (LOD)
Collision
Pivot Point
FBX Mesh Pipeline
Export Settings
Exporting Multiple Meshes
Reimporting
Where to Put Your FBX Files
Texture and Material Workflow
Textures
Multiple Materials
Importing to the Content Library
Initiating Imports
Mesh Import Options
Texture Options
Camera Workflow
Summary
Chapter 4. Lighting and Rendering
Understanding Unreal Engine’s Physically Based Rendering (PBR)
Base Color
Roughness
Metallic
Getting the Most from PBR
Lights in UE4
Understanding Light Mobility
Moveable Lights
Stationary Lights
Static Lights
Real-Time Reflections
Reflection Probes
Post Process Reflections
Post-Processing
Anti-Aliasing
Bloom, Glare, and Lens Flares
Eye Adaptation (Auto Exposure)
Depth of Field
Film Effects
Motion Blur
Screen Space Ambient Occlusion (SSAO)
Screen Space Reflections
Screen Percentage
Post Process Materials
Summary
Chapter 5. Materials
Materials Overview
Creating Materials
Applying Materials
Modifying Materials
UE4 Material Editor
Opening the Material Editor
Editor UI
Placing Nodes
Using the Preview Viewport
Compiling Shaders
Saving
How Unreal Materials Work
Pixel and Vertex Shaders
Materials Are Math
Material Functions
Surface Types
Opaque
Masked
Translucent
Material Instances
Material Parameters
Inheritance
Overriding Parameters
Organization
Master Materials
A Simple Material
Placing Parameter Nodes
Making Material Instances
Adding a Roughness Map
Adding a Normal Map
Understanding the Base Color Map
Summary
Chapter 6. Blueprints
Introducing Blueprints
Objects, Classes, and Actors
Objects
Classes
Actors
The Player
The Player Controller
Input Handling
Player Data
Rotation
Mouse Interface
Other Controllers
Pawns
The World
Levels
Components
Variables and their Types
The Tick
Delta Seconds
Class Inheritance
Spawning and Destroying
Construction Script
Begin Play Event
Blueprint Communication
Direct Blueprint Communication
Event Dispatchers
Blueprint Interfaces
Blueprint Casting
Compiling the Script
Summary
Part II: Your First UE4 Project
Chapter 7. Setting Up the Project
Project Scope
Creating a New Project from the Launcher
Summary
Chapter 8. Populating the World
Making and Saving a New, Blank Level
Placing and Modifying Assets
Moving, Scaling, and Rotating
Using the Details Panel
Snapping
Duplicating
Adding Actors from the Class Browser
Let there Be Light
Sun
Atmospheric Fog
Assign the Sun to the Atmosphere
Sky Light
Moving Around the Scene
Game Style
Object Focused
Building the Architecture
Adding Details to Your Structure
Placing Props
Placing Lights
Adding IES Profiles
Summary
Chapter 9. Making it Interactive with Blueprints
Setting Up the Project
Press Play
Play Modes
Default GameMode
Creating the Pawn
Setting the Player’s View Height
Setting Up the Movement Speed
Input Mapping
Action and Axis Mapping
Setting Up Mappings
Input Device Flexibility
Creating the Player Controller Class
Adding Input with Blueprints
Adding Axis Events
Rotating the View (Looking)
Player Movement
Referencing the Pawn
Is Valid
Add Movement Input
GameMode
Creating the GameMode
Assigning the GameMode to the Project
Placing the Player Start Actor
Summary
Chapter 10. Packaging and Distribution
Packaged Versus Editor Builds
Project Packaging
Content Cooking
Deployment
Packaging Options
Platforms
Build Configuration
How to Package
Launching Your Application
Packaging Errors
Distributing the Project
Using Installers
Summary
Part III: Architectural Visualization Project
Chapter 11. Project Setup
Project Scope and Requirements
Setting Up the Project
Creating the Project
Migrating from Another Project
Don’t Forget the Input
Copying, Renaming, and Moving Assets
Applying Project Settings
Summary
Chapter 12. Data Pipeline
Organizing the Scene
Materials
Architecture and Fixtures
Ensuring Clean Geometry
Using Good UV Coordinates
Exporting the Scene
Using Multiple FBX Files
Using a Single FBX File
Importing the Scene
Importing into the Content Browser
Importing into the Level
Prop Meshes
Setting Pivot Points
Using Mindful Geometry
Exporting
Importing
Summary
Chapter 13. Populating the Scene
Scene Building for Visualization
Setting Up the Level
Creating a New Level
Adding Basic Lighting
Placing Architecture Static Meshes
Dragging and Dropping Meshes
Setting the Location to Zero
Placing Prop Meshes
Surface Snapping
Cloning and Copying
Shift+Dragging
Scene Organization
World Outliner
Layers
Grouping
Actor Blueprints
Summary
Chapter 14. Architectural Lighting
Getting the Most from UE4’s Lighting
Materials and Lighting
Static Lighting with Lightmass
Adjusting the Sun and Sky Lights
Sun Light
Sky Light
Building Lighting
Lightmass Settings for Architecture Visualizations
Static Lighting Level Scale
Num Indirect Lighting Bounces
Indirect Lighting Quality
Indirect Lighting Smoothness
Compress Lightmaps
Lightmap UV Density Adjustments
Rebuild and Save
Placing Interior Lighting
Spot Lights
Mobility
Intensity
Temperature
Attenuation
IES Files
Auto Exposure
Placing Light Portals
Using Reflection Probes
Size
Performance
Post-Process Volume
Volume Actors
Placing the Post-Process Volume
Post-Process Volume Setup
Summary
Chapter 15. Architectural Materials
What Is a Master Material?
Material Network Overview
Parameter Nodes
Creating the Master Material
Base Color
Metallic
Roughness
Normal
Ambient Occlusion
Texture Scaling and Transform
Creating Material Instances
Painted Walls
Floors
Advanced Materials
Parallax Occlusion Mapping
Glass
Summary
Chapter 16. Creating Cinematics with Sequencer
Getting Started with Sequencer
Master Sequence
Dynamic Cameras
Animating the Camera
Setting Keyframes
Piloting the Camera
Track and Camera Naming
Transitions
Editing the Shots
Saving
Collaborating
Rendering to Video
Render Movie Settings
Rendering Process
Summary
Chapter 17. Preparing the Level for Interactivity
Setting Up Your Level
Adding the Player Start Actor
Adding Collision
Complex Versus Simple Collision
Walls and Floors
Setting Prop Collision
Enabling the Mouse Cursor
Creating Post-Process Outlines
Summary
Chapter 18. Intermediate Blueprints: UMG Interaction
Toggling Datasets
Making the Variation Level
Making a Copy with Save As
Importing the New Architecture
Replacing the Architecture Meshes
Setting Up Lightmap Density
Applying Materials
Enabling Collision
Decorating (Optional)
Building Lighting
Level Streaming
Making a New Level
Accessing the Levels Interface
Adding Streaming Levels
Using Blueprints Versus Always Loaded Levels
Defining a Player Start Actor
Setting Up the Level Blueprint
Opening the Level Blueprint
Using Events
Testing Time
Programming the Switching
Creating Custom Events
Testing Time
Creating the Keyboard Shortcut
Compiling and Saving
Clicking Play
Unreal Motion Graphics (UMG)
Using Widgets
Horizontal Box
Buttons
Labels
Back to the Level Blueprint
Creating the Widget
Adding the Widget to the Viewport
Event Binding
Compiling and Saving
Playing the Game
Summary
Chapter 19. Advanced Blueprints: Material Switcher
Setting the Goal
Building the Actor Blueprint
Creating Variables
Meshes To Modify Array
Materials Array
Start Material Index Variable
Current Material Index Variable
IsClicked Variable
Adding Components
Billboard Component
TextRender Component
Creating the Change Material Function
New Index Input
Is Valid Index
For Each Loop
Understanding the Construction Script
Set Text Label
Draw Connecty Lines
Change Material to Start Index
Understanding the Event Graph
Begin Play
Event Binding
Mouse Over and Mouse Out
Click Action
Detecting False Clicks
Populating the Level
Adding Meshes
Adding Materials
Setting Defaults
Copying and Pasting
Playing the Application
Summary
Chapter 20. Final Thoughts
UE4 Continually Changing
Future of Visualization
Next Steps
Virtual Reality
Film Making
Content Creation
Thank You
Glossary
Index
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