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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
Author Profile Icon Thomas Mooney
Thomas Mooney
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Toc

Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials FREE CHAPTER 2. Notes From an Unreal World—Constructing Game World Elements 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Index

A

  • actions
    • tracing, in shooting situation / Trace actions in a shooting situation, How to do it..., How it works
  • ActionScript 2 / Cursor design and script for cursors
  • Activate Remote Event action / How to do it...
  • Activate Remote Event DelayStart / How to do it...
  • active state / How to do it...
  • Actor Factory properties / How it works
  • Actors tab / How it works...
  • Actorx / How to do it...
  • ActorX
    • about / Getting ready
    • UDK characters, handling / Getting ready
    • accessing / How to do it...
    • animations, exporting / How to do it...
  • Add Anchor Points tool / How to do it...
  • Alpha channel / How to do it...
  • alpha channel
    • about / Ensuring shadows work with translucent or alpha based materials
    • hair textures, generating / How to do it...
    • transparent surfaces, shadows / How to do it...
  • AlphaOverLife curve header / How to do it...
  • Alternative Kill Z / How it works
  • ambient occlusion / How it works...
    • about / Ambient occlusion, Getting ready, How to do it...
  • animated Button / How to do it...
  • animated textures
    • creating, particle systems used / Making animated textures using particle systems, Getting ready, How to do it..., How it works...
  • animations
    • defining, in AnimTree / Defining animations in your AnimTree, How to do it...
  • AnimTrail TypeData
    • used, for creating trails / Making trails with AnimTrail TypeData, How to do it...
  • AnimTree
    • setting up / Setting up a custom AnimTree, How to do it..., How it works...
    • animations, defining / Defining animations in your AnimTree, How to do it...
    • character, confuguring / Configuring your character to use your AnimTree, Getting ready, How to do it...
    • variable speed animations, setting / Setting variable speed animations in the AnimTree, See also
  • Anisotropic Direction channel / How to do it...
  • attracting behavior
    • exploring / Exploring 'following' and 'attracting' behaviors, How to do it..., See also
  • Auto-Activate property / How to do it...
  • Autodesk MotionBuilder / How to do it...
  • AutoIn0 nub / How to do it...
  • Autokey mode / How to do it...
  • Automatic mode
    • PARTICLESYSTEMLODMETHOD_Automatic / Getting ready

B

  • + button / How to do it...
  • Bazaar
    • URL / Consider a version control software for editing UDK content
  • Before surface / How to do it...
  • BloodPool spawned Emitter / How it works...
  • BloodSplatter particle / How it works...
  • bot
    • swapping control, possess pawn used / Swapping control of a Bot using Possess Pawn, How to do it...
  • bots
    • simple enemy bot, creating / Creating a simple enemy Bot, How to do it...
    • making, follow path / Making Bots follow a path, How to do it..., How it works
  • Brush tool (B) / How to do it...
  • BSP
    • about / How to handle BSP geometry
    • geometry tools / How to do it...
    • objects, constructing / How to do it...
    • geometry, imagery placing on / How to do it...
    • surface properties, adjusting / Adjusting surface properties of BSP, How to do it...
    • SWF placing, Texture to Render used / Placing an SWF on a BSP using Render to Texture, How to do it...
  • BSP brush
    • volume, generating from / Generating volume from the BSP brush, How to do it...
  • BSP floor surface / How to do it...
  • BSPSlider.SWF / How to do it...
  • Bump Offset
    • used, for making holographic effect / Making a holographic effect using Bump Offset, Getting ready, How to do it...
    • about / Making a holographic effect using Bump Offset, Getting ready, How to do it...
    • Rotator coordinate / How to do it...
    • Texture Sample output / How to do it...
  • BurningMask asset / How to do it...
  • Button.SWF / Importing SWF content to UDK
  • button component / Working with images to skin a button
  • button type / How to do it...

C

  • CamStudio
    • URL / Getting ready
  • Canvas tool / Introduction
  • Capture Input / How to do it...
  • cascade
    • steamy plume, creating / Creating a steamy plume in Cascade, How to do it...
    • about / Introduction
    • distribution values / Introduction
    • vectors / Introduction
    • particle parameters / Introduction
    • point entries / Introduction
  • Cascaded Shadow Maps section / How to do it...
  • caustics
    • creating, projected imagery used / Creating caustics using projected imagery, How to do it...
  • Center X property / How to do it...
  • character
    • configuring, to use AnimTree / Configuring your character to use your AnimTree, Getting ready, How to do it...
  • character moves
    • sounds, associating in Matinee / Associating sounds with character moves in Matinee, How to do it..., How it works...
  • cinematic cameras
    • setting up / Setting up cinematic cameras, How to do it...
    • animating / Animating cinematic cameras, How to do it..., See also
  • CLIK components
    • about / Working with images to skin a button
  • CLIK objects
    • adding, to library / Adding new CLIK Objects to your library
  • CLIK widgets / How to do it...
  • Close button / How to do it...
  • cloth-like effect
    • WorldPositionOffset used / A cloth-like effect using WorldPositionOffset, How to do it...
    • Emissive parameter / How to do it...
    • Opacity parameter / How to do it...
  • collision detection
    • for particles / Making collision detection work for particles, How to do it..., How it works...
  • color graph
    • of particle, editing / Editing the color graph of a particle over time, How to do it..., How it works...
  • Color Over Life curve / How to do it...
  • Color Over Life module / How to do it..., How to do it...
  • color parameter vector / How it works...
  • Color Param field / How to do it...
  • configuration defaults
    • adjusting / Groundwork for adjusting configuration defaults, Getting ready
  • Console Event / How to do it...
  • console mode videos
    • removing / How to do it...
  • Constant node / MaterialEffects in the PostProcessChain
  • Constant nodes / How to do it...
  • Constraints Mode / How to do it...
  • ContactSheetX / Getting ready
  • content
    • importing / Importing your own content, How to do it...
    • copying, between scenes / Copying and pasting content between scenes
    • pasting, between scenes / Copying and pasting content between scenes
  • content browser, UDK
    • working / How it works...
  • content browser. UDK
    • assets, accessing / Accessing assets in the Content Browser
    • assets, examining / Examining the assets belonging to a plant model
    • materials, examining / Accessing materials used by a model
  • ConTEXT / Getting ready
    • about / Getting ready, How to do it...
  • Convert Point tool / How to do it...
  • Cornell box / Emissive lighting
  • CSG / How to do it...
  • cursor
    • art, creating / How to do it...
    • Path tool (P) / How to do it...
    • Path tool icon / How to do it...
    • Add Anchor Points tool / How to do it...
    • Convert Point tool / How to do it...
    • Direct Selection tool / How to do it...
    • Movieclip symbol / How to do it...
    • Rectangle tool (R) / How to do it...
    • MouseCursor symbol / How to do it...
    • creating / How to do it...
    • script / How to do it...
  • Custom node / Forcing a mesh to always face the camera, How to do it...

D

  • 2D RenderToTexture asset / Static Cubemap creation and real-time reflection
  • 3D Draw Primitives / Working with images to skin a button
  • 3ds Max users
    • URL / Introduction
  • Damage event / How it works.
  • Damage property / How to do it...
  • deco layers / Creating Terrain, Deco Layers, and Material Layers
  • DefaultEngineUDK
    • editing, to allow 4096x4096 texture compression / Editing DefaultEngineUDK to allow 4096x4096 texture compression, Getting ready, How to do it...
  • default exit menu
    • removing / How to do it...
  • DelayStart output / How to do it...
  • DelayStop / How to do it...
  • DepthBiasedAlpha input / How to do it...
  • DepthBiasedAlpha node / Creating murky liquid
  • DepthofFieldFunction node / MaterialEffects in the PostProcessChain
  • Depth of Field property / How to do it...
  • Desaturate operator / MaterialEffects in the PostProcessChain
  • DestDepth / How to do it...
  • DestDepth node / How to do it...
  • destructive editing
    • about / Removing the loading hints and similar articles
  • Diffuse channel / How to do it..., How to do it...
  • DiffusePower channel / How to do it...
  • directional light / How it works...
  • Direct Selection tool / How to do it...
  • DirectX11
    • enabling / Getting ready
  • Dir Scalar property / Making collision detection work for particles
  • Display With HUD Off property / How to do it...
  • distance based blur / Depth of field
  • distance field shadow maps / Penumbras and hotspots
  • Distance Field Shadows
    • about / Introduction, Distance field shadows, How to do it...
  • Dist Map Alpha property / How to do it...
  • Distortion animation / How to do it...
  • DOF
    • about / Depth of field, Getting ready, How to do it...
    • position based blur / Depth of field
    • distance based blur / Depth of field
    • animating, Modify Property switching series used / Animating DOF with a Modify Property switching series
  • DOF Focus Inner Radius steps / Animating DOF with a Modify Property switching series
  • Dominant Directional Light / Getting ready
  • DominantLight
    • about / Introduction
  • Dominant light shadow penumbra
    • about / Dominant light shadow penumbra
  • DotProduct output / How to do it...
  • down state / How to do it...
  • Draw Image Kismet node
    • about / DrawText and GameType concerns
  • Draw Primitive (DP) / Working with images to skin a button
  • Draw Text
    • about / DrawText and GameType concerns, How to do it...
  • Dummy.SWF / How to do it...
  • During texture / How to do it...
  • DX9 / Getting ready
  • DXT (DirectX textures) / How to do it...
  • dynamic actors
    • with wet surface reflections / Wet surface reflections with dynamic actors, How to do it...
    • Target command line / Getting ready
    • PreviewMaterial properties / How to do it...
    • ImageReflectionShadowPlane / How to do it...
    • ImageReflection actor / How to do it...
  • Dynamic Binding Event / How to do it...
  • dynamic lighting
    • and static lighting / Comparison of static and dynamic lighting, How to do it...
  • Dynamic properties / How to do it...
  • Dynamic Trigger Volume / How it works

E

  • Eat3D
    • URL / See also
  • Editing Mode / How to do it...
  • Edit Using Texture Viewer / How to do it...
  • Emissive channel / How to do it...
  • emissive component / Adjusting shadows through light environments
  • emissive lighting
    • about / Emissive lighting, How to do it..., How it works...
  • Enable nub / How to do it...
  • enemy deaths
    • counting, Integer Counter used / Using Integer Counter to count enemy deaths, How to do it...
  • Epic Games / Introduction
    • URL / Image based reflections and Material usage, Setting yourself up to work with Scaleform
  • explosions
    • producing, Take Damage events used / Using Take Damage events to produce explosions, How to do it..., How it works
  • Export for runtime sharing / How to do it...
  • Extrude tool / How to do it...

F

  • FaceFX / How to do it...
  • FBX
    • importing / Morph targets and .FBX importing, How to do it...
  • Find Package command / Right-clicking is the way to go!
  • firing pattern based puzzle
    • creating / Creating a firing pattern based puzzle, How to do it..., How it works...
  • Flava-Fly
    • URL / A forum example
  • FlipBook / How to do it...
  • FlipBook checkbox / How to do it...
  • FlipBook frame rate / How to do it...
  • Float Material Param Track / Animating a value in a Material Instance Constant in Matinee
  • Float Value / How it works
  • FOCUS_position method / How to do it...
  • foliage / Creating Terrain, Deco Layers, and Material Layers
    • meshes scattering, landscape used / Scattering meshes on a Landscape using the Foliage tool, How to do it...
    • used, for scattering meshes on landscape / Scattering meshes on a Landscape using the Foliage tool, How to do it...
  • following behavior
    • exploring / Exploring 'following' and 'attracting' behaviors, How to do it..., See also
  • FXMediaPlayer / How to do it...

G

  • gate action
    • used, for controlling node flow / Controlling node flow using a Gate action, How to do it...
  • Geometry Mode icon / How to do it...
  • GetRight
    • installing / Getting ready
  • gfximport / Importing SWF content to UDK
  • GFxUI nodes / How to do it...
  • GIMP / How to do it...
  • glass material
    • generating, steps / Quick glass
    • PreviewMaterial properties / How to do it...
    • Diffuse channel / How to do it...
    • Specular Power channel / How to do it...
    • DiffusePower channel / How to do it...
  • Go to Builder Brush / How to do it...
  • Gradient Ramp / How to do it...
  • Gradient Ramp Parameters dialog / How to do it...
  • Gramp frames / How to do it...
  • Gremlin bot / Ways to stop a recurring loop

H

  • HairTest rigid body / How to do it...
  • hair textures
    • generating / How to do it...
  • head rotation
    • LookAt target, setting / Setting a LookAt target for head rotation in code, How to do it…
  • head to face
    • enabling, in given direction / Enabling the head to face in a given direction for tracking purposes, How to do it...
  • HeightLerp function / Introduction
  • heightmap
    • about / Can I export a Terrain Heightmap to use in a Landscape?
    • creating / What about creating and importing heightmaps?
    • importing / What about creating and importing heightmaps?
  • Hide Unused Connectors / How to do it...
  • Hit Impact effect / How to do it...
  • HMCS (Heightmap Conversion Software)
    • about / Can I export a Terrain Heightmap to use in a Landscape?
  • hollow room
    • building / Building a hollow room
  • hotspots
    • about / Penumbras and hotspots, Getting ready, How to do it...
    • controlling / Controlling hotspots
  • Hourences
    • URL / A forum example
  • HUD
    • replacing / Replacing the HUD, How to do it...
  • HUD (head-up display) / How to do it...

I

  • illuminate
    • about / Introduction
  • Image Based Reflection / Image based reflections and Material usage
  • ImageReflectionActor / Image based reflections and Material usage
  • ImageReflection actor / How to do it...
  • ImageReflectionEnvironmentTexture
    • about / Panoramic reflected environment textures
  • ImageReflectionSceneCapture actor / How to do it...
  • ImageReflectionShadowPlane / How to do it...
  • images
    • used, for skinning button / Working with images to skin a button, How to do it...
  • inactive state / How to do it...
  • Increment Amount property / How to do it...
  • Initial Size module / How to do it...
  • Initial Velocity module / How to do it...
  • Int Counter / How it works
  • Integer Counter
    • using, to count enemy deaths / Using Integer Counter to count enemy deaths, How to do it...
  • Integer Value / How it works
  • InteractiveFoliageActor properties / How it works...
  • Interactive Foliage Actors
    • about / Interactive Foliage Actors
    • Translation Mode widget / How to do it...
    • VectorInput nub / How to do it...
    • RotationAboutAxis node / How it works...
    • InteractiveFoliageActor properties / How it works...
  • InterpActor / Editing a Prefab
  • InterpActors / Adjusting shadows through light environments
  • Int Value property / How to do it...
  • iOS Mobile Game Production / How it works
  • Is Alive / How to do it...

K

  • KActor / How it works, How it works
  • KActors / Adjusting shadows through light environments
  • kb_down state / How to do it...
  • kb_release state / How to do it...
  • keyboard shortcut
    • binding, to player action / Binding a keyboard shortcut to a player action, Getting ready, How to do it...
    • configuration part / How to do it...
    • light ramp, making / How to do it...
  • key framed SkeletalMesh
    • physics driven tail, adding / Adding a physics-driven tail to a key framed SkeletalMesh, How to do it...
  • Kill Z / How it works
  • Kismet
    • about / Introduction
    • UI essentials / Kismet UI essentials, How to do it...
    • working / How it works
    • sounds, producing through / Producing sounds through Kismet, How to do it...
    • network tidying up, sub-sequences used / Tidying up Kismet networks using Sub-sequences, How to do it...
    • network tidying up, remote events used / Tidying up Kismet networks using Remote Events, How to do it...
    • used, for toggling materials / Toggling Materials through Kismet, How to do it...
    • lists, toggling through / Toggling lights through Kismet
    • MIC, animating / Animating a Material Instance Constant in Kismet
  • Kismet debugger window
    • hotkeys / How to do it...
  • Kismet node
    • creating, for speed / Creating your own Kismet node for speed, How to do it...
  • Kismet references
    • prefabs, including / Prefabs including Kismet references, Getting ready, How to do it..., How it works

L

  • landscape
    • creating / Creating a Landscape, How to do it...
    • materials, applying / What about creating and importing heightmaps?
  • Landscape Gizmo tool / What about creating and importing heightmaps?
  • landscape tool / Creating Terrain, Deco Layers, and Material Layers
    • about / Can I export a Terrain Heightmap to use in a Landscape?
  • Launcher / How to do it...
  • LensFlare actor / How to do it...
  • LensFlare asset / How to do it...
  • LensFlare editor / How to do it...
  • lens flares
    • used, for enhancing sunrays / Enhancing sunrays using lens flares, How to do it...
  • level content streaming
    • handling / Handling level content streaming, Getting ready, How to do it...
  • Level Loaded event / How to do it..., Animating a value in a Material Instance Constant in Matinee, How to do it...
  • level loading hints
    • removing / How to do it...
  • library
    • CLIK objects, adding / Adding new CLIK Objects to your library
  • light environment
    • shadows, adjusting through / Adjusting shadows through light environments, How to do it..., How it works...
    • about / Adjusting shadows through light environments
  • LightEnvironments
    • about / Introduction
  • LightFunction / Creating caustics using projected imagery
  • lighting channels
    • about / Light exclusivity using channels and levels, How to do it...
    • levels used / Light exclusivity using levels
  • Lighting Channels property / Comparison of static and dynamic lighting
  • Lightmap Resolution property / How to do it...
  • lightmass
    • about / Introduction
  • Lightmass section / How to do it...
  • Lightmass settings / How it works...
  • light shafts
    • controling / Enabling and controlling light shafts, See also
    • enabling / Enabling and controlling light shafts, See also
  • limits
    • adding, to physics asset joint rotations / Adding limits to physics asset joint rotations, How to do it...
  • linkage Identifier / Adding new CLIK Objects to your library
  • lists
    • toggling, through Kismet / Toggling lights through Kismet
  • liveDragging checkbox / How to do it...
  • loading hints
    • removing / How to do it...
  • Lock Axis module / How to do it...
  • LOD
    • assigning, to particle system / Assigning Level Of Detail (LOD) to a particle system, How to do it..., How it works...
  • LOD Material / How to do it...
  • LOD_Info property / How to do it...
  • LookAt target
    • setting, for head rotation in code / Setting a LookAt target for head rotation in code, How to do it…

M

  • map
    • cooking, in unreal frontend / Cooking a map in Unreal Frontend, How to do it...
  • map name
    • removing / How to do it...
  • Material channel / Animating a value in a Material Instance Constant in Matinee
  • MaterialEffect nodes / How to do it...
  • MaterialEffect properties / MaterialEffects in the PostProcessChain
  • Material Expressions list / How it works...
  • MaterialPreview properties / How to do it...
  • materials
    • toggling, through Kismet / Toggling Materials through Kismet, How to do it...
    • transitions, creating / Creating transitions between Materials
  • Math nodes / MaterialEffects in the PostProcessChain
  • matinee
    • value, animating in / Animating a value in a Material Instance Constant in Matinee
    • Set Material action / Animating a value in a Material Instance Constant in Matinee
    • Level Loaded event / Animating a value in a Material Instance Constant in Matinee
    • New Empty Group / Animating a value in a Material Instance Constant in Matinee
    • Material channel / Animating a value in a Material Instance Constant in Matinee
    • TESTVarying_MIC asset / Animating a value in a Material Instance Constant in Matinee
    • Float Material Param Track / Animating a value in a Material Instance Constant in Matinee
    • RGB color shift animated, creating / Creating an animated RGB color shift
  • Matinee
    • used, for calling SkeletalMesh animation / Calling up SkeletalMesh animation using Matinee
    • sounds, associating with character moves / Associating sounds with character moves in Matinee, How to do it..., How it works...
    • scene objects, event based movement / Event-based movement of scene objects in Matinee, How to do it..., How it works
    • PointLights, animating / Animating PointLights in Matinee to mimic texture animation, How to do it...
  • MAX Constant node / How to do it...
  • mesh
    • camera facing / Forcing a mesh to always face the camera
    • RotateAboutAxis node / Forcing a mesh to always face the camera, How to do it...
    • WorldPositionOffset channel / How to do it...
    • Custom node / How to do it...
    • NormalizedRotationAxisAndAngle nub / How to do it...
  • meshes
    • scattering on landscape, foliage used / Scattering meshes on a Landscape using the Foliage tool, How to do it...
  • MIC / How to do it...
    • animating, in Kismet / Animating a Material Instance Constant in Kismet
    • Real time toggle / Getting ready
    • Constant nodes / How to do it...
    • Parameter Name / How to do it...
    • Set Material action / How to do it...
    • DelayStart output / How to do it...
    • Remote Event DelayStart / How to do it...
    • Activate Remote Event DelayStart / How to do it...
    • Material Expressions list / How it works...
    • TexCoord tiling node / How it works...
    • Panners node / How it works...
    • One Minus or (1-x) node / How it works...
    • Sine / How it works...
    • value, animating in matinee / Animating a value in a Material Instance Constant in Matinee
  • Micahpharoh
    • URL / MaterialEffects in the PostProcessChain
  • Midday Lighting map template / Getting ready
  • MIN Constant node / How to do it...
  • MLM_Unlit / How to do it...
  • mobile devices
    • emulation / Mobile device emulation, How to do it...
  • Mobile Slate font type / Adding new CLIK Objects to your library
  • model
    • hit impacts getting, PhysicalMaterial used / Getting varied hit impacts off models using a PhysicalMaterial, How to do it...
  • Modify Property action / Animating DOF with a Modify Property switching series
  • Modify Property switching series
    • used, for animating DOF / Animating DOF with a Modify Property switching series
  • Modulated Shadows
    • about / Introduction
  • morph weights
    • setting, in code / Setting morph weights in code, How to do it...
  • Mouse.SWF / Importing SWF content to UDK
  • MouseCursor symbol / How to do it...
  • Movieclip symbol / How to do it...
  • Movie property / How to do it...
  • murky liquid
    • creating / Creating murky liquid
    • DepthBiasedAlpha node / Creating murky liquid
    • MLM_Unlit / How to do it...
    • DepthBiasedAlpha input / How to do it...
    • PixelDepth hooks / How to do it...
    • DestDepth node / How to do it...
    • Distortion animation / How to do it...
    • Center X property / How to do it...
    • Speed Y property / How to do it...
    • DotProduct output / How to do it...
  • MyButton_over symbol / How to do it...

N

  • named variables
    • usage / Understanding the usage of Named Variables, Getting ready
    • usage, steps / How to do it...
  • New Empty Group / Animating a value in a Material Instance Constant in Matinee
  • New TextureRenderTarget2D / How to do it...
  • node
    • flow controlling, gate action used / Controlling node flow using a Gate action, How to do it...
  • Noise Amount value / How to do it...
  • Noise Size value / How to do it...
  • non-Matinee controlled animation
    • sound for / Sound for non-Matinee controlled animation, How to do it...
  • NormalizedRotationAxisAndAngle nub / How to do it...
  • Num Indirect Lighting Bounces / How to do it...

O

  • objects
    • spawning, from hit impact / Spawning objects from a hit impact, How to do it...
    • placeable actor / How to do it...
    • spawnable actor / How to do it...
  • offset crouch animation
    • correcting, single bone control chain used / How to use a single bone control chain to correct an offset crouch animation, How to do it...
  • One Minus or (1-x) node / How it works...
  • Opacity channel section / MaterialEffects in the PostProcessChain
  • Opacity Mask channel / How to do it...
  • Opacity Mask settings / How it works...
  • Opaque blending / MaterialEffects in the PostProcessChain
  • Open Gfx Movie node / How to do it...
  • Orbit module / How to do it...
  • Output Type property / How to do it...
  • over state / How to do it...

P

  • package
    • external package, opening / How to open an external package
  • packages
    • creating / Creating and managing packages
    • managing, steps / How to do it...
  • Packt.Material.HotLight material / How to do it...
  • Packt.Prefab.PrefabBuckyBalls prefab / How to do it...
  • Pack Texture Size / How to do it...
  • Pack Textures option / How to do it...
  • Packt_SkinTailFBX asset / How to do it...
  • Panners node / How it works...
  • Parameter Name / How to do it...
  • Parameter node / Animating a value in a Material Instance Constant in Matinee
  • particle
    • color graph, editing / Editing the color graph of a particle over time, How to do it..., How it works...
  • particle collision
    • about / Making collision detection work for particles, How to do it..., How it works...
  • particles
    • animating, SubUV charts used / Animating particles using SubUV charts, Getting ready, How to do it...
  • particle system
    • used, for creating animated textures / Making animated textures using particle systems, How to do it..., How it works...
    • LOD, assigning / Assigning Level Of Detail (LOD) to a particle system, How to do it..., How it works...
  • PARTICLESYSTEMLODMETHOD_Automatic, Automatic mode / Getting ready
  • path
    • followed, by bots / Making Bots follow a path, How to do it..., How it works
  • Path tool (P) / How to do it...
  • Path tool icon / How to do it...
  • Pawn Class property / How to do it...
  • PawnSpeed node / How to do it...
  • Pen tool / How to do it...
  • penumbras
    • about / Penumbras and hotspots, Getting ready, How to do it...
    • Dominant light shadow penumbra / Dominant light shadow penumbra
  • per-session checkpoint series
    • creating / Creating a per-session checkpoint series, How to do it...
  • PhysicalMaterial
    • used, for getting hit impacts off models / Getting varied hit impacts off models using a PhysicalMaterial, How to do it...
  • Physics Actor Tool (PhAT)
    • used, for setting up physics asset / Setting up a physics asset using PhAT, Getting ready, How to do it...
  • Physics Actor User Guide
    • URL / See also
  • physics asset
    • setting up, PhAT used / Setting up a physics asset using PhAT, Getting ready, How to do it...
  • physics asset joint rotations
    • limits, adding / Adding limits to physics asset joint rotations, How to do it...
  • physics driven tail
    • adding, to key framed SkeletalMesh / Adding a physics-driven tail to a key framed SkeletalMesh, How to do it...
  • Phys Material Mask / How to do it...
  • PixelDepth hooks / How to do it...
  • player
    • used, for placing object / Allowing the player to pick up, carry, and place an object, How to do it..., How it works
    • used, for picking object / Allowing the player to pick up, carry, and place an object, How to do it..., How it works
    • used, for carrying object / Allowing the player to pick up, carry, and place an object, How to do it..., How it works
  • player EXE channel / How to do it...
  • player sounds
    • default player sounds, changing / Changing the default player sounds, Getting ready
  • player speed
    • adjusting / Adjusting player speed, How to do it...
  • PlayerStart / Getting ready
  • PlayerStart actor / Getting ready
  • Play in Editor
    • view resolution, changing / Changing the Play in Editor view resolution, How to do it...
  • Play Sound property / How to do it..., How to do it...
  • PointLight
    • about / Introduction
  • PointLights
    • animating, in Matinee / Animating PointLights in Matinee to mimic texture animation, How to do it...
  • PointLightToggleable / Toggling lights through Kismet
  • position based blur / Depth of field
  • possess pawn
    • used, for swapping control of bot / Swapping control of a Bot using Possess Pawn, How to do it...
  • post process chain
    • accessing / Accessing the main PostProcessChain, How to do it...
    • MaterialEffects / MaterialEffects in the PostProcessChain
  • PostProcessVolume
    • about / Accessing the main PostProcessChain
  • prefab / How to do it...
  • prefabs
    • including, Kismet references / Prefabs including Kismet references, Getting ready, How to do it..., How it works
    • editing / Editing a Prefab, How to do it...
  • preferences, UDK
    • selecting / Deciding on your preferences, How to do it...
  • Preserve Border A / A forum example
  • PreviewMaterial node / MaterialEffects in the PostProcessChain
  • PreviewMaterial node properties / How it works...
  • PreviewMaterial properties / How to do it..., How to do it..., How to do it...
  • PreviewMaterial settings / How to do it...
  • preview player size reference object
    • setting / Setting the preview player size reference object, How to do it...
  • Preview quality / How to do it...
  • PrewiewMaterial node / How to do it...
  • Profile active / How to do it...
  • projected imagery
    • used, for creating caustics / Creating caustics using projected imagery, Getting ready, How to do it...
  • Properties panel / How to do it...
  • PVRTC compression / How to do it...

R

  • real-time reflection
    • creating / Static Cubemap creation and real-time reflection, How to do it...
  • Rectangle tool (R) / How to do it...
  • recurring loop
    • stopping, ways / Ways to stop a recurring loop, How to do it...
  • regenerative health shield
    • creating / Creating a regenerative health shield, Getting ready, How to do it..., How it works
  • Relative to Initial / How it works
  • Relative to World / How it works
  • release, out state / How to do it...
  • remote control
    • enabling, for game inspection / Enabling the remote control for game inspection, How to do it...
  • RemoteControl tool / How it works...
  • Remote Event DelayStart / How to do it...
  • remote events
    • used, for tidying up Kismet networks / Tidying up Kismet networks using Remote Events, How to do it...
  • Render Texture Mode property / How to do it...
  • Render to Texture
    • used, for placing SWF on BSP / Placing an SWF on a BSP using Render to Texture, How to do it...
  • RenderToTextureCube / Static Cubemap creation and real-time reflection
  • Required module / How to do it..., How it works..., How to do it...
  • RGB color shift animated
    • creating / Creating an animated RGB color shift
  • rigid body
    • trigger event, obtaining off / Obtaining a trigger event off a RigidBody, How it works
  • RotateAboutAxis node / Forcing a mesh to always face the camera, How to do it...
  • RotationAboutAxis node / How it works...
  • rotation grid snap toggle / How to do it...
  • Rotator coordinate / How to do it...
  • Run command line / Importing SWF content to UDK

S

  • scaleform
    • about / Setting yourself up to work with Scaleform
    • with UDK, URL / Setting yourself up to work with Scaleform
    • setting up, in Flash / How to do it...
    • Scaleform Launcher / How to do it...
  • Scaleform 4 / Cursor design and script for cursors
  • Scaleform CLIK Class Paths / How to do it...
  • Scaleform GFx Launcher Panel / Introduction
  • Scaleform Launcher / How to do it...
  • Scaleform tools / How to do it...
  • Scaleform Workflow Enhancement / How to do it...
  • scale grid snap toggle / How to do it...
  • scanning effect
    • creating / Creating a scanning effect, How to do it...
  • scene
    • static meshes, handling / Handling StaticMesh actors in the scene, How to do it...
  • scene actors
    • hiding / Revealing and hiding scene actors during gameplay, How to do it...
    • revealing / Revealing and hiding scene actors during gameplay, How to do it...
  • Scene Depth node / MaterialEffects in the PostProcessChain
  • scene lighting / Introduction
  • scene objects
    • event based movement, in Matinee / Event-based movement of scene objects in Matinee, How to do it..., How it works
  • Scene tab / Light exclusivity using levels
  • selected_disabled button / How to do it...
  • selected_down button / How to do it...
  • selected_over button / How to do it...
  • selected_up button / How to do it...
  • Sequence Activated Event / How to do it...
  • Set Material action / How to do it..., Animating a value in a Material Instance Constant in Matinee, Creating transitions between Materials
  • Set Material node / How to do it...
  • Shadow Exponent property / Dominant light shadow penumbra
  • shadows
    • detailed shadows / Introduction
    • adjusting, light environment used / Adjusting shadows through light environments, How to do it..., How it works...
  • shooting situation
    • actions, tracing / Trace actions in a shooting situation, How to do it..., How it works
  • Simplygon / There's more...
  • Sine / How it works...
  • single bone control chain
    • using, to correct offset crouch animation / How to use a single bone control chain to correct an offset crouch animation, How to do it...
  • Size By Velocity module / How to do it...
  • Sjoerd Dejong / How it works
  • SkeletalMesh animation
    • calling up, Matinee used / Calling up SkeletalMesh animation using Matinee
  • SkeletalMesh content
    • importing, into UDK / Importing SkeletalMesh content into UDK
  • SkeletalMeshes
    • attachments, without using sockets / Attachments to SkeletalMeshes without using sockets, How to do it...
  • Snap tool / How to do it...
  • sockets
    • setting up / Setting up sockets, How to do it...
  • SoundCues / Changing the default player sounds
  • sounds
    • producing, through Kismet / Producing sounds through Kismet
  • Spawn module / How to do it...
  • Specular Power channel / How to do it...
  • speed
    • Kismet node, creating / Creating your own Kismet node for speed, How to do it...
  • Speed Tree Modeler / How to do it...
  • Speed Y property / How to do it...
  • spherical harmonic light / How it works...
  • sRGB checkbox / How to do it...
  • static and dynamic light actors / Adjusting shadows through light environments
  • static cubemap
    • creating / Static Cubemap creation and real-time reflection, How to do it...
  • Static Level Lighting Scale / How to do it...
  • static lighting
    • and dynamic lighting / Comparison of static and dynamic lighting, How to do it...
  • StaticMesh / Editing a Prefab
  • static mesh editor
    • collision, setting / Setting collision in the Static Mesh Editor, How to do it...
    • material, changing / Changing the Material on a StaticMesh
    • visibility / Visibility in the scene of StaticMesh actors
  • Static Mesh Editor / Accessing materials used by a model
  • static meshes
    • in scene, handling / Handling StaticMesh actors in the scene, How to do it...
    • handling, in scene / How to do it...
  • steamy plume
    • creating, in cascade / How to do it...
  • Stop Firing action / How it works
  • String Value / How it works
  • sub-sequences
    • used, for tidying up Kismet networks / Tidying up Kismet networks using Sub-sequences, How to do it...
  • SubUV / Animating particles using SubUV charts
  • SubUV charts
    • used, for animating particles / Animating particles using SubUV charts, Getting ready, How to do it...
  • sunrays
    • enhancing, lens flares used / Enhancing sunrays using lens flares, How to do it...
  • surface properties, BSP
    • adjusting / Adjusting surface properties of BSP, How to do it...
  • Surface Properties dialog / How to do it...
  • SWF
    • placing on BSP, Render to Texture used / Placing an SWF on a BSP using Render to Texture, How to do it...
  • SWF content
    • importing, to UDK / Importing SWF content to UDK, How to do it...
  • Switch action / Animating DOF with a Modify Property switching series

T

  • Take Damage event / How it works
  • Take Damage events
    • using, to produce explosions / Using Take Damage events to produce explosions, How to do it..., How it works
  • Take Focus / How to do it...
  • Target command line / Getting ready
  • terrain
    • about / Creating Terrain, Deco Layers, and Material Layers
    • tool / Creating Terrain, Deco Layers, and Material Layers
  • Terrain Editing Mode dialog
    • about / Can I export a Terrain Heightmap to use in a Landscape?
  • TESTVarying_MIC asset / Animating a value in a Material Instance Constant in Matinee
  • Test with FXMediaPlayer / How to do it...
  • TexCoord tiling node / How it works...
  • Texture Atlas / How to do it...
  • texture property / A forum example
  • TextureSample content / How to do it...
  • Texture Sample output / How to do it...
  • Toggle Cinemetic Mode action / How to do it...
  • Touched nub / How to do it...
  • trace / How it works
  • transitions
    • creating, between materials / Creating transitions between Materials
    • Before surface / How to do it...
    • During texture / How to do it...
    • Gradient Ramp / How to do it...
    • Gradient Ramp Parameters dialog / How to do it...
    • Noise Amount value / How to do it...
    • Noise Size value / How to do it...
    • Autokey mode / How to do it...
    • Gramp frames / How to do it...
    • FlipBook checkbox / How to do it...
    • BurningMask asset / How to do it...
    • Set Material node / How to do it...
    • LOD Material / How to do it...
    • FlipBook frame rate / How to do it...
  • Translation Mode widget / How to do it...
  • Translucency properties / How to do it...
  • translucent colored glass
    • about / Translucent colored glass, How to do it...
  • translucent materials
    • sort order, controlling / Controlling sort order for translucent Materials, Getting ready, How to do it...
  • Translucent settings / How it works...
  • trigger event
    • obtaining, off rigid body / Obtaining a trigger event off a RigidBody, How it works
  • Trigger Touched event / How it works...
  • Trigger Touch event / How to do it...
  • Turn Off node / How to do it...

U

  • UberPostProcessEffect node / How to do it...
  • UDK
    • about / Introduction
    • installing / Installing UDK and folder structure, How to do it...
    • GetRight, installing / Getting ready
    • Download UDK button / How to do it...
    • folder structure / Folder structure and updating UDK
    • updating / How to do it...
    • content / What content comes with UDK?, How to do it...
    • UIScenes editor / How to do it...
    • Scaleform tools / How to do it...
    • GFxUI nodes / How to do it...
    • binaries / Binaries
    • new level, beginning / Beginning, building, and testing a new level, How to do it...
    • new level, building / Beginning, building, and testing a new level, How to do it...
    • new level, testing / How to do it...
    • preferences, selecting / Deciding on your preferences, How to do it...
    • UI, survival steps / UI survival steps, How to do it...
    • content browser, working / How it works...
    • Find Package command / Right-clicking is the way to go!
    • Kismet debugging / Kismet debugging, How to do it...
    • SkeletalMesh content, importing / How to do it...
    • animations, importing / How to do it...
    • remote control, enabling for game inspection / Enabling the remote control for game inspection, How to do it...
    • cascade / Introduction
    • constants / Introduction
    • emissive lighting / Emissive lighting
    • static and dynamic lighting / Comparison of static and dynamic lighting
    • light environment / Adjusting shadows through light environments
    • ambient occlusion / Ambient occlusion, Getting ready, How to do it...
    • SWF content, importing / Importing SWF content to UDK, How to do it...
    • gfximport / Importing SWF content to UDK
    • Run command line / Importing SWF content to UDK
    • Texture Atlas / How to do it...
    • Pack Textures option / How to do it...
    • Pack Texture Size / How to do it...
    • sRGB checkbox / How to do it...
    • Level Loaded event / How to do it...
  • UDK content
    • editing, version control software used / Consider a version control software for editing UDK content
  • UDN / Getting ready
  • UDN Kismet Reference
    • URL / See also
  • UDN page
    • URL / Enhancing sunrays using lens flares
  • UI
    • survival steps / UI survival steps, How to do it...
  • UIScenes
    • about / Introduction
  • UIScenes editor / How to do it...
  • UnHide nub / How to do it...
  • Unreal LensFlare editor / How to do it...
  • unreal Lightmass
    • about / Introduction
  • UnrealScript class / Introduction
  • UnrealScript Highlighter template / Getting ready
  • UTTeleporter / Comparison of static and dynamic lighting

V

  • variable speed animations
    • setting, in AnimTree / Setting variable speed animations in the AnimTree, See also
  • Var Name property / How to do it...
  • VectorInput nub / How to do it...
  • Vector Material Parameter track / Creating an animated RGB color shift
  • Vector Variable / How it works
  • version control software
    • used, for editing UDK content / Consider a version control software for editing UDK content
  • Videopost tool / How to do it...
  • view resolution
    • of Play in Editor, changing / Changing the Play in Editor view resolution, How to do it...
  • Vignette / How to do it...

W

  • wet surface reflections
    • with dynamic actors / Wet surface reflections with dynamic actors, How to do it...
  • World Info
    • about / Accessing the main PostProcessChain
  • WorldInfo
    • about / Panoramic reflected environment textures
  • World Info setting / How it works...
  • WorldPositionOffset
    • using, for cloth-like effect / A cloth-like effect using WorldPositionOffset, How to do it...
    • about / Interactive Foliage Actors
  • WorldPositionOffset channel / How to do it..., How it works, How to do it...
  • World Properties / How to do it...

X

  • 4096x4096 texture compression
    • DefaultEngineUDK, editing / Editing DefaultEngineUDK to allow 4096x4096 texture compression, How to do it...

Z

  • Zombie bot / Ways to stop a recurring loop
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