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Unreal Engine Game Development Cookbook

You're reading from   Unreal Engine Game Development Cookbook Over 40 recipes to accelerate the process of learning game design and solving development problems using Unreal Engine

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781784398163
Length 326 pages
Edition 1st Edition
Languages
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Toc

Table of Contents (13) Chapters Close

Preface 1. Getting Acquainted with the UE4 Interface 2. Level Design – Building Out Levels or Greyboxing FREE CHAPTER 3. Creating Quality Interior Environments 4. Building the Great Outdoors – Exterior Environments 5. Lights, Camera, Action – Cinematics 6. Lighting and Shadows 7. Art Pipeline – Working with Materials 8. Blueprint Scripting – Level Effects 9. C++ Programming – Gameplay 10. User Interface 11. Publishing and Deployment Index

Importing your own content

Now that we have a good foundation on the Content Browser tab, let's start off by bringing in some of our own content into the game.

Getting ready

This recipe assumes that you have a project open with the sample assets included. If you do not have that yet, feel free to follow the instructions in the Getting ready section of the UI overview recipe.

In addition, this recipe uses assets from the example code provided for the book. If you do not have it, download it from the Packt Publishing site at http://www.packtpub.com

Tip

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

How to do it…

Let's start off by importing a simple model from the Content Browser tab.

  1. Make sure that the Content Browser tab is at the Game folder and then click on the Import button.
  2. Once there, browse to the location where the example code of this chapter is placed and open the Ship folder. Select the Ship.fbx file and then click Open.
  3. You'll be prompted with an FBX import dialog, click on Import, and you should see your new asset included in the Content Browser tab, accompanied by Materials that was created to be used for the Ship model.
    How to do it…
  4. The other way to import assets is simply by dragging and dropping them into the Content Browser tab. Let's do this by opening up our Ship folder in our operating system and then dragging it onto the asset view of the Content Browser tab. You'll notice that textures (images) do not have a dialogue like the model did.
  5. Currently, all of the objects have a * in the bottom-left corner of their images. This is because they are currently not saved to the project. Fix this by clicking on the Save icon (blue floppy disk) in the Content Browser tab.

    Alternatively, you may also right click within the Content Browser tab and then navigate to Import to /Game to import assets into your scene from whatever folder you are currently in.

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