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Unreal Engine 4 Game Development Essentials
Unreal Engine 4 Game Development Essentials

Unreal Engine 4 Game Development Essentials: Master the basics of Unreal Engine 4 to build stunning video games

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Unreal Engine 4 Game Development Essentials

Chapter 2. Importing Assets

In the previous chapter, you learned the basics of Unreal Engine. In this chapter, you will learn about importing assets from Autodesk 3ds Max.

Creating asset in a DCC application

In the previous chapter, you learned how to use BSP to block out a level. However, we need to replace them with static meshes for better performance and more control of materials, collisions, and so on. We will create models in the Digital Content Creation (DCC) application (such as Autodesk 3ds Max, Autodesk Maya, Blender, and so on) that are imported into Unreal Engine through Content Browser. Unreal Engine supports the import of both FBX and OBJ but its recommended to use the FBX format.

The following screenshot is an example asset that I will use in this chapter:

Creating asset in a DCC application

Note

Note that at the time of writing this book, Unreal Engine import pipeline uses FBX 2014. Trying to import using a different version might result in incompatibilities.

A few things that you need to keep in mind when modeling are as follows:

  • Units: Unreal Units (UU) are critical when modeling assets for games. Incorrect units will result in assets looking larger or smaller than they are supposed...

Creating collision meshes

You can create collision meshes and export them with your asset. Unreal Engine 4 provides a collision generator for static meshes but there are times when we have to create our own custom collision shapes especially if the mesh has an opening (such as doors or walls with window cutouts). In this section, we will see both options.

Tip

Collision shapes should always stay simple because it is much faster to calculate simple shapes.

Custom collision shapes

Collision meshes are identified by Unreal importer based on their names. There are three types of collision shapes that you can define. They are as follows:

  • UBX_MeshName: UBX stands for Unreal Box and as the name says, it should be in a box shape. You cannot move the vertices in any way or else it will not work.
  • USP_MeshName: USP stands for Unreal Sphere and as the name says, it should be in the sphere shape. The number of segments of this sphere does not matter (although somewhere around 6-10 seems to be good) but you...

Simple shapes

The first three options in this menu are simple shapes and they are as follows:

  • Sphere Collision: This creates a simple sphere collision shape
  • Capsule Collision: This creates a simple capsule collision shape
  • Box Collision: This creates a simple box collision shape
    Simple shapes

K-DOP shapes

K Discrete Oriented Polytope (K-DOP) shapes are basically bounding volumes. The numbers (10, 18, and 26) represents the K-axis aligned planes.

Auto convex collision

This option is used to create much more accurate collision shapes for your models. Once you click on this option, a new dock window appears at the bottom-right corner of static mesh editor; using Max Hulls (the number of hulls to be created to best match the shape of the object) and Max Hull Verts (which determines the complexity of the collision hulls) you can create more complex collision shapes for your Static Mesh.

As you can see in the following screenshot, the auto convex result is reasonably accurate:

Auto convex collision

Tip

Collision shapes support transformation (move, rotate, and scale) and you can duplicate them to have multiple collisions. Click on the collision shape inside static mesh editor and you can switch between move, rotate, and scale using W, E, and R. You can use Alt + left click drag (or Ctrl + W) to duplicate an existing collision.

Materials

Unreal Engine can import materials and textures to apply to the mesh while exporting from 3D application. From Autodesk 3ds Max, only the basic materials are supported. They are Standard and Multi/Sub-Object. In those basic materials, only specific features are supported. This means FBX will not export all settings but it supports certain maps or textures used in that material type.

In the following example, you can see a model with multiple materials assigned.

Note

Note that it is very important to have unique names for each sub material in the Multi/Sub-Object material. Each sub material has a unique name as shown in the following screenshot:

Materials

Creating asset in a DCC application


In the previous chapter, you learned how to use BSP to block out a level. However, we need to replace them with static meshes for better performance and more control of materials, collisions, and so on. We will create models in the Digital Content Creation (DCC) application (such as Autodesk 3ds Max, Autodesk Maya, Blender, and so on) that are imported into Unreal Engine through Content Browser. Unreal Engine supports the import of both FBX and OBJ but its recommended to use the FBX format.

The following screenshot is an example asset that I will use in this chapter:

Note

Note that at the time of writing this book, Unreal Engine import pipeline uses FBX 2014. Trying to import using a different version might result in incompatibilities.

A few things that you need to keep in mind when modeling are as follows:

  • Units: Unreal Units (UU) are critical when modeling assets for games. Incorrect units will result in assets looking larger or smaller than they are supposed...

Creating collision meshes


You can create collision meshes and export them with your asset. Unreal Engine 4 provides a collision generator for static meshes but there are times when we have to create our own custom collision shapes especially if the mesh has an opening (such as doors or walls with window cutouts). In this section, we will see both options.

Tip

Collision shapes should always stay simple because it is much faster to calculate simple shapes.

Custom collision shapes

Collision meshes are identified by Unreal importer based on their names. There are three types of collision shapes that you can define. They are as follows:

  • UBX_MeshName: UBX stands for Unreal Box and as the name says, it should be in a box shape. You cannot move the vertices in any way or else it will not work.

  • USP_MeshName: USP stands for Unreal Sphere and as the name says, it should be in the sphere shape. The number of segments of this sphere does not matter (although somewhere around 6-10 seems to be good) but you...

Simple shapes


The first three options in this menu are simple shapes and they are as follows:

  • Sphere Collision: This creates a simple sphere collision shape

  • Capsule Collision: This creates a simple capsule collision shape

  • Box Collision: This creates a simple box collision shape

K-DOP shapes

K Discrete Oriented Polytope (K-DOP) shapes are basically bounding volumes. The numbers (10, 18, and 26) represents the K-axis aligned planes.

Left arrow icon Right arrow icon

Key benefits

  • Get to grips with the user interface of Unreal Engine 4 and find out more about its various robust features
  • Create dream video games with the help of the different tools Unreal Engine 4 offers
  • Create video-games and fully utilize the power of Unreal Engine 4 to bring games to life through this step-by-step guide

Description

Unreal Engine 4 is a complete suite of game development tools that gives you power to develop your game and seamlessly deploy it to iOS and Android devices. It can be used for the development of simple 2D games or even stunning high-end visuals. Unreal Engine features a high degree of portability and is a tool used by many game developers today. This book will introduce you to the most popular game development tool called Unreal Engine 4 with hands-on instructions for building stunning video games. You will begin by creating a new project or prototype by learning the essentials of Unreal Engine by getting familiar with the UI and Content Browser. Next, we'll import a sample asset from Autodesk 3ds max and learn more about Material Editor. After that we will learn more about Post Process. From there we will continue to learn more about Blueprints, Lights, UMG, C++ and more.

Who is this book for?

If you have a basic understanding of working on a 3D environment and you are interested in video game development, then this book is for you. A solid knowledge of C++ will come in handy.

What you will learn

  • Download both the binary and source version of Unreal Engine 4 and get familiar with the UI
  • Get to know more about the Material Editor and how it works
  • Add a post process to the scene and alter it to get a unique look for your scene
  • Acquaint yourself with the unique and exclusive feature of Unreal Engine 4—Blueprints
  • Find out more about Static and Dynamic lighting and the difference between various lights
  • Use Matinee to create cut scenes
  • Create a health bar for the player with the use of Unreal Motion Graphics (UMG)
  • Get familiar with Cascade Particle Editor

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Publication date : Feb 25, 2016
Length: 266 pages
Edition : 1st
Language : English
ISBN-13 : 9781784398453
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Epic Games
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Product Details

Publication date : Feb 25, 2016
Length: 266 pages
Edition : 1st
Language : English
ISBN-13 : 9781784398453
Vendor :
Epic Games
Tools :

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Table of Contents

12 Chapters
1. Introduction to Unreal Engine 4 Chevron down icon Chevron up icon
2. Importing Assets Chevron down icon Chevron up icon
3. Materials Chevron down icon Chevron up icon
4. Post Process Chevron down icon Chevron up icon
5. Lights Chevron down icon Chevron up icon
6. Blueprints Chevron down icon Chevron up icon
7. Matinee Chevron down icon Chevron up icon
8. Unreal Motion Graphics Chevron down icon Chevron up icon
9. Particles Chevron down icon Chevron up icon
10. Introduction to Unreal C++ Chevron down icon Chevron up icon
11. Packaging Project Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(8 Ratings)
5 star 62.5%
4 star 12.5%
3 star 0%
2 star 12.5%
1 star 12.5%
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Carles May 23, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
You are a novice game developer but don't know how to reach out professional skills? Don't worry, this is your lucky day if you are about to buy this book. Across the 11 chapters of the book, the author guides the reader in depth on all features and techniques for going to novice to pro into game development using Unreal Editor 4. The book covers from basic aspects as UE4 GUI, Material Editor or importing 3ds max assets, to advanced matters like Particles, HUD interfaces or developing your own C++ code.I don't recommend this book only either if you don't have any knowledge at all on the gaming development matter or have previous good knowledge of the Unreal Editor work-flow and develop only C++ code.In any other case scenario consider this your best book to became a good UE4 game developer.
Amazon Verified review Amazon
Nikhil Jul 31, 2020
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This book is great for getting up to speed with unreal engine! :)
Amazon Verified review Amazon
T.GRIFFIN May 06, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Good starting information, not too much on input and asset creation, but still a quality starting guide.
Amazon Verified review Amazon
Amazon Customer May 13, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Awesome !!!
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Hugo Apr 12, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
This book is good but not that basic, it will introduce you to the most essential aspects of unreal engine 4 but will go a little deep, you will see more than you expect, but the author has made a great job doing it the right way. I liked that this book really covers most of the features that I already know that Unreal have, but showed me much more and how to use it, I think that my abilities of unreal before reading this book was about 80%, I had already read another books of unreal but this have more global vision of unreal and show not only the basic features, now I think that I really now less than before, but now I understand what I need to focus on my learning usage, this engine is more sophisticated than the average other engines that I've already used in the past, but anyone who loves to develop games would think in make a AAA game, unreal is the best tool for any development team size, it has a lot of features, big community, open-source and free, there are much more pro's than con's in my opinion but to start using this could be really difficult and care a lot of time to achieve quality result, this book was like a personal teacher, I read more than one time and some chapters I think that I need to read more times, but I have to say that is really good, like a personal teacher, each chapter show in detail unreal engine features, this enable me to start doing things more professionally I think, the book covers the basics of installation or compiling the source to packaging the project to distribute your work. I would recommend to my friends game developers this book helped me and I think that even if you already work on unreal this book will teach you the powers of unreal in detail.
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