Learning Unreal Engine
Currently the free student accounts for Lynda.com are not available, so for now I will be following along with a tutorial series on Youtube from the channel: Virtus Learning Hub
So far I have been introduced to
the basic UI elements as well as creating some simple geometry within the
editor. Below I have given an overview of the elements I have learnt so far.
The UI and basic features
Much like any other 3d Modeling
software, there are three main methods of manipulating geometry within the
editor. These are:
- Translate: Let’s you move an object in a given direction.
- Rotate: Let’s you rotate an object along one of its axis.
- Scale: Let’s you resize a selected object.
These transformations are based
around the X, Y and Z axis. In 3D modeling, X is used to determine height, Y
pertains to length and Z is for depth. So if I wanted to scale an object in
Unreal Engine 4, I could do so along any of the three axis.
See the example below of a cone object that I have scaled along only the Y Axis. Notice how distorted the shape has become!
Snapping
The editor also allows you to
enable “snapping” for each of the transformations. For example If I wanted to
move an object in the scene by only increments of 10, I could enable the
translate tool’s snap feature for precise object placement.
Likewise I can enable snapping for
rotation and scale transformations! See below how I have rotated the box
accurately by 45 degrees. I believe this will prove to be useful when it comes
to composing game levels later on!
The World Outliner
It was to my delight that I was
introduced to the world outliner panel. Much like the Outliner in Autodesk
Maya, or the Layer Explorer in 3DS Max, this window lets you organise the
elements of your scene into folders.
As someone who has worked on large scale scenes before I cannot begin to describe how helpful it is to be given the option to categorise elements of a project.
For me the biggest benefit this
offers is that (if you have been keeping things organised) you can quickly
locate any element within your scene with a simply click of a button. Without
this feature you would have to navigate the viewport and manually locate any
object you would want to edit. This can be especially problematic when working
in larger scenes, where you can be dealing with literally millions of polygons resulting
in the viewport becoming a mess.
The world outliner also lets you
turn off certain elements in the scene. So for example, I could organise all my
lights into a folder and then toggle that folder on and off to keep the
viewport easier to navigate. Or I could decide to place all objects sharing the
same material in their own folder and have them be easily selectable later on
if I wished.
I feel like I am more in control of
my projects when I am able to break a scene down into elements like this, so it’s
great to be given the option to do so. This may be an obvious inclusion but its
importance can’t be overstated. It will be a key feature for me in order to
stay organised and manage my projects.
The content Browser
This is the chief organisation tool
used in Unreal Editor 4. You can create, import, view and edit content assets
here. It also provides the ability to manage the various assets of your game
project. So far I haven’t had much experience with it yet, but I believe this
will be one of the more important features of Unreal Engine 4.
The Modes Panel
This contains a selection of
various tools used within the editor. You can place new geometry into the
viewport from here or create new lights and edit terrain. Each mode is
organised into a specific tab, such as “lights” or “geometry editing”. For the next
few videos in the tutorial series I will be using these features to create some
custom geometry within the editor.
Creating my first geometry mesh in Unreal Engine 4
So far I have used simple
transformation tools found in the Edit Geometry tab to turn a regular cube into
a more complex shape. I made use of the extrude tool and weld vertices as well
as a cylinder set to subtraction mode to create the object. I come from a 3D
modeling background so this wasn’t anything too challenging.
I am interested to see whether
there are more complex transformations you can apply to geometry. I wasn’t
aware the software had an in built 3D modeling element, so I am not sure if
creating geometry like this will merely serve the purpose of blocking in a
level to help with things like collisions. Either way I am excited to find out,
and will continue to document my learning journey!
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