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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project FREE CHAPTER 2. Setting Up Your Warrior 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The ambient occlusion


We usually call the indirect shadow ambient occlusion. When lightmass gets built, it calculates the ambient occlusion (AO for short from now on).

Lightmass works by calculating AO, and then applying it to direct and indirect illumination, and finally baking it into lightmaps. The AO is enabled by default, but you can still disable it for your own artistic goals. Disabling it is very easy: you need to uncheck the checkbox Use Ambient Occlusion in Lightmass Settings of the Lightmass tab within World Settings:

Don't forget that you have to rebuild the lightmass in order to update it to the latest configurations you have changed (just hit the Rebuild button at the mid-top of the editor). A scene without AO really looks too different and less live than a scene with AO. You can check the difference between the following two images; while the first has the AO disabled, the second one has it enabled (check the edges' and corners' indirect shadowing):

That's how it will look when...

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