Beginner ’ s Guide to Unreal Development Kit

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Beginner Beginner s Guide to s Guide to Unreal Development Kit Unreal Development Kit Hanshin University Spring 2012

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Beginner ’ s Guide to Unreal Development Kit. Hanshin University Spring 2012. Unreal Engine. Unreal Engine a game engine developed by Epic Games first illustrated in the 1998 first-person shooter game Unreal The latest release is the Unreal Engine 3(UE3), designed for - PowerPoint PPT Presentation

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Page 1: Beginner ’ s Guide to Unreal Development Kit

BeginnerBeginner’’s Guide to s Guide to Unreal Development KitUnreal Development Kit

BeginnerBeginner’’s Guide to s Guide to Unreal Development KitUnreal Development Kit

Hanshin UniversitySpring 2012

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Unreal Engine

■ Versions Unreal Engine 1 (1998)

• First generation Unreal Engine integrated rendering, collision detection, AI, visibility, networking and file system management into one complete engine.

Unreal Engine 2 (2002)• Support for the GameCube and the Xbox. (PlayStation 2 in UE1)• UE2.5 : improved rendering performance and added vehicles physics

running on the Nintendo 3DS Unreal Engine 3 (2004)

• designed for DirectX, OpenGL, including iOS, Android, and Adobe Flash Player • November 2009, Epic released a free version of their engine, called the Unreal

Development Kit (UDK) Unreal Engine 4

• targets the next generation of PC HW & consoles after the seventh generation. • Unreal Engine 4 would be unveiled to limited attendees at the 2012

Game Developers Conference.

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UE3 vs UDK vs UT3

■ UE3 vs UDK vs UT3 UE3 is Unreal Engine 3. UDK(Unreal Development Kit) and UT3(Unreal Tournament 3)

are both powered by Unreal Engine 3 Unreal Engine 3 = UDK and UT3. Unreal Editor interface between the UDK and Unreal

Tournament 3 are essentially very similar.

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UE3 vs UDK vs UT3

■ UDK Free stand alone version of Unreal Engine 3. www.udk.com New engine updates, and improvements being released almost on

monthly basis. Purchase a license and sell your game with UDK. Ideal to create stand alone games. You can package your created maps and games as a stand-alone

executable. Free to create any game, only limited by know how. Limited amount of models and textures UDK was designed in mind for game designers and environment

artists to take the base of UDK and create brand new custom content

UDK does not include Unreal Engine 3 C++ source code access

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UE3 vs UDK vs UT3

■ UT3 Purchase the game and editor comes with it. Lots of models, textures, particles, vehicles, weapons. Large community. You'll have access to all the source code files for weapons,

vehicles and characters in Unreal Tournament 3. Complete full game. Ideal for level design. If you are not good with creating

custom models and textures using 3d modeling package, Unreal Tournament 3 is good choice.

Has not been updated with new features like UDK and runs on the old build of Unreal Engine 3.

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UDK Installation

■ UDK DOWNLOAD AND INSTALLATION Download latest version of UDK here. The default directory for installing UDK is C:\UDK\UDK-

VersionRelease Version Release will be the month and year of the UDK built that you

downloaded.

■ UDK FOLDER STRUCTURE Binaries: game/binary executables Development: source code for UDK Engine: engine files UTGame: game files

• for level design and environment creation the important folder here is content folder. (UTGame Content)

• The packaged environments assets such as models, textures, materials, sounds and such are stored here.

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UDK Installation

■ File Extension .UPK : UDK packages name.

• This is how the models, textures are stored in UDK.• all the models, animations, textures, materials and similar

assets are stored. .UDK : map file extension.

■ LAUNCHING THE EDITOR

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UDK Installation

■ File Extension .UPK : UDK packages name.

• This is how the models, textures are stored in UDK.• all the models, animations, textures, materials and similar

assets are stored. .UDK : map file extension.

■ LAUNCHING THE EDITOR

■ AutoSave

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NAVIGATION

UDK:• Left Mouse Button (LMB): Pan. Right/Left/Forward/Back

Movements • Right Mouse Button (RMB): Rotate, Look Around • LMB+RMB: Panning Up/Down, Left/Right

WASD NAVIGATION: • Click and Hold Right Mouse Button. • As you hold RMB use the W A S D keyboard keys to move

around as you would playing a First Person Shooter game. MAYA USERS

• Hold down U key • U+ LMB: rotate, look around • U+ RMB: Forward/Back Movements • U+ MMB: Right/Left/Up/Down Movements

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The Interface

1. Title bar and UnrealEd Main Menu

2. Along the top: the Toolbar

3. Down the left-hand side: the Toolbox

4. The UnrealEd Viewport area: each viewport is one window in the main section of UnrealEd.

5. the Console bar, which includes the UnrealEd Console, grid control and a few other buttons

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The Interface

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Menu Bar

■ Menu Bar : At the top is a Menu Bar like most windows programs have. File

• New/Open, Save, Import/Export maps, Exit Edit

• Undo/Redo, Translate/Rotate/Scale, Cut/Copy/Paste/ Duplicate/Delete, Select None/Builder Brush/All/…, Find Actors.

View• Open the Browsers, Actor/Surface/World Properties,

UnrealKismet, UnrealMatinee, Viewport Configuration, … Brush

• CSG Add/Subtract/Intersect/Deintersect, Add Special/Volume, Import and export brushes.

Build : Gemetry, Lighting, AI Paths, Build All Play : In Editor, Play In Active Viewport, Install on iOS Device, On

Mobile/PC Tools : Check map for Errors, New Terrain, Clean BSP Materials, … Preferences : descriptions of the items in the Preferences menu Help : Online Help, Online Forums, …

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Tool Bar (Top)

■ Tool Bar (Top)

Maps1) Create New File 2) Open Existing File3) Recent File List 4) Toggle Map File As Favorite5) Save Current Level 6) Save All Levels 7) Save All Writable Packages

Undo/Redo

Widget 1) Selection 2) Translation 3) Rotation 4) Uniform Scaling 5) Non-uniform Scaling 6) Reference Coordinate System (Local/World)

Search : Find Actors Browser : Content Browser

Editor : Kismet Editor Matinee Editor

Viewport Camera : Controls the far clipping plane distance

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Tool Bar (Top)

Selection1) Translucent Selection 2) Encompass to Select

Building

1) Builds only the geometry, no lighting and no BSP cuts.

2) Rebuilds only the lighting.

3) Builds the paths for the bots

4) Builds Cover Node

5) Rebuilds the level with all the options you set with the next button.

6) Build All and Submit to Source Control

7) Lighting Quality Setting

Launch

1) Full Screen 2) Realtime Sound On/Off 3) Mobile Application

4) Install iOS 5) Mobile Preview 6) Mobile Preview Setting

7) Play on PC 8) Kismet Debugging On/Off 9) Play in Editor

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Tool Box (Side)

■ Tool Box (Side) Editor Mode

1) Camera 2) Geometry 3) Terrain Editing

4) Texture Alignment 5) Mesh Paint 6) Static Mesh

7) Landscape 8) Foliage

Brush

1) Cube 2) Cone 3) Curved Staircase

4) Cylinder 5) Linear Staircase 6) Sheet

7) Spiral Staircase 8) Tetrahedron (Sphere)

9) Cards (Billboard)

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Tool Bar (Side)

Cube Builder . • Height, Width and Breath are pretty self-explanatory.• WallThickness applies only if you set Hollow to true.• GroupName is where you can enter a group name to make

this brush part of a group. • Hollow will make the cube hollow (have an inside and out)

with a wall thickness determined by the WallThickness setting above.

• Tessellated is where you can make the brush have extra vertices for shaping.

Standard Cube Tessellated cube

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Tool Bar (Side)

CSG

1. Add brush

2. Subtract brush

3. Intersect

4. Deintersect

Volume

1. Add Special Brush

2. Add Volume

Selections and Visibility Area

1. Show Selected Actors Only

2. Hide Selected Actors

3. Invert selection

4. Show All Actors

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Console Bar (Bottom)

■ Console Bar (Bottom) The last set of tools are along the bottom of the Editor window.1) Console Command : You can type a command directly into this field

to execute commands in the log window. 2) Source Control Info. 3) Lighting Info. 4) Path Info. 5) Package Info. 6) Selected Actor Info. 7) Draw Scale, DrawScale3D X, Y, Z8) Drag Grid Toggle 9) Rotation Grid Toggle 10) Scale Value Setting 11) Auto Save

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콘솔 명령어

Grid snapping is extremely important. Always work with grid snaps turned on.

Drag Rotation Scale

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ViewPorts

■ ViewPorts Offering multiple orthographic views (Top, Side, Front) and a

perspective viewSide View Front View

Top ViewPerspective View

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ViewPorts

■ Viewport Tool Bar

Viewport Options • Show Flag

Normal

PostProcessing

Advance

Collision

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ViewPorts

Viewport Options• Show Volumes

toggling the display of all of the different

types of volumes

• Show Layers • Show Sprites

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ViewPorts

Viewport Options• Viewport Type

containing the types of viewports

Perspective, Top, Front, and Side

• Realtime realtime feedback in the viewport

for previewing animated materials,

particle effects, sounds, etc.

• Show FPS display the current frames per second

• Show Stat. the display of statistics

in the level editor viewports

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ViewPorts

Viewport Options

• View Modes (see the View Modes page) This section contains a list of the different view modes available that the

viewport can use to render the scene.

• Game View render the level as the game would render it, hiding all items that would

not be displayed in the normal game.

• Unreal Matinee Preview show a preview of the current Matinee sequence when the Matinee Editor

is open.

• Unlit Movement switch to the Unlit view mode when the user is navigating within the

viewport in order to make the navigation smoother and quicker

• View Culling / Occlusion see what geometry is being occluded and culled from the viewpoint of the

occlusion parent in any other perspective viewport.

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ViewPort Bar

1) Viewport Type

• Left-Button : cycle through the available viewport types, Perspective, Top, Front, and Side.

• Right-Button : open a menu to choose a new viewport type for the viewport.

2) Real Time

• Realtime feedback in the viewport for previewing animated materials, particle effects, sounds, etc.

3) Game View : Render the level as the game would render it

4) Lock View : Ignore commands to reposition the viewport’s camera

5) Lock Selected Actors to Camera

• All selected actors to have their positions and orientation locked to the position and orientation of the viewport’s camera

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ViewPort Bar

6) Level Streaming Volume Preview

7) Post Process Volume Preview

8) Camera Movement Speed

• Left-Button: cycles through the available camera movement speeds.

• Right-Button : open a menu to choose a speed from directly

9) Play In Viewport

• Load the current level for play directly in the current viewport

10) Tear Off Floating Copy

• Create a new floating copy of the current viewport

11) Maximize Viewport

• Toggling this button on maximizes the current viewport

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ViewPort Bar

View Modes

1) Brush Wireframe (Alt + 1) : • Shows the wireframe of actors and CSG brushes

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ViewPort Bar

View Modes

2) Wireframe (Alt + 2) : • Shows the wireframe of all meshes.

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ViewPort Bar

View Modes

3) Unlit (Alt + 3) : • Shows diffuse channel of the material used by each

mesh

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ViewPort Bar

View Modes

4) Lit (Alt + 4) : • Displays the material used by each mesh affected by

lighting

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ViewPort Bar

View Modes

5) Detail Lighting (Alt + 5) : • Displays meshes with a neutral material affected by

lighting with normals

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ViewPort Bar

View Modes

6) Lighting Only (Alt + 6) : • Displays meshes with a neutral material affected by

lighting

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ViewPort Bar

View Modes

7) Light Complexity (Alt + 7) : • Displays meshes with a solid color based on the number

of lights affecting the mesh

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#Lights: Mesh Color0: (R=0,G=0,B=0,A=1)1: (R=0,G=255,B=0,A=1)2: (R=63,G=191,B=0,A=1)3: (R=127,G=127,B=0,A=1)4: (R=191,G=63,B=0,A=1)5: (R=255,G=0,B=0,A=1)

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ViewPort Bar

View Modes

8) Texture Density (Alt + 9) : • Displays meshes with a color that represents the texture

density

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High density : redmedium density : green low density : blue

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ViewPort Bar

View Modes

9) Shader Complexity (Alt + 8) : • Visualize how many pixel shader instructions were

executed on each pixel

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The cheapest pixels : Bright greendark green, dark red, bright red : an instruction count of 300. pink : an instruction count of 600white : 900 shader instructions.

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ViewPort Bar

Color ModeBLUE : less than ideal density GREEN : ideal density RED : max or great densityGrayscale modeBLACK : the minimum (or less) densityWHITE : the maximum (or greater) density

View Modes

10) Lightmap Density (Alt + 0) : • Displays the lightmap density of objects that are texture

mapped

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ViewPort Bar

View Modes

11) Lighting Only with Texel Density (Alt + -) : • Render using the lighting only with texel density• Display a grid that maps to the Texel Density

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Browsers

■ Contents Browser : helps you find, organize and create game assets

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Browsers

■ Contents Browser (Source) Select a source from which

to gather assets• a package• a private collection• a shared collection

Packages View

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Browsers

■ Contents Browser (Filter Panel)

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Browsers

■ Contents Browser (View Controls)

Alter the way assets are presented.

1) Details List View

2) Details and Thumbnails: Horizontal Split

3) Details and Thumbnails: Vertical Split

4) Thumbnails View

5) Drag left/right to change the zoom level

6) Change the thumbnail size

7) Change the sorting of assets

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Browsers

■ Contents Browser (Tags Panel)

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Browsers

■ Actor Class Browser1) Menu Bar

• File : Open Package,

Export All Scripts

• Docking : Docked, Floating,…

2) Tool Bar

• Use Actor as parent?

• Placeable classes only?

3) Actor Tree

• Select it in the Actor Tree

• Right click in one of the viewports

• "Add Selected Actor Here"

4) Current Class

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Browsers

■ Level Browser View the Levels in your current world

1) Menu Bar

2) Filtering

3) Levels List

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Browsers

■ Scene Manager A table-based interface for viewing and maniplating the

actors in a current Level in the World

1) Menu Bar

2) Tool Bar

3) Actors List

4) Properties Pane

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Browsers

■ Layers Browser Allows you to organize Actors in your Level

1) Menu Bar

2) Layers List

3) Actor List

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Movement

■ Navigating the 2d windows:

(Action) (Command)Hold LeftMouse Moves view SLOWLY left/right or up/down.

Hold RightMouse Moves view QUICKLY left/right or up/down.

Hold LeftMouse and RightMouse Push mouse forward/back to zoom in/out.

Left Click an object Select an object.

CTRL and LeftClick objects Select multiple objects.

Hold CTRL and LeftMouse Move an object.

Hold CTRL and RightMouse Rotate an object.

RightClick an object Bring up options menu for that object.

RightClick grid Change grid size. This is usually not necessary.

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Movement

■ Navigating the 3d window:(Action) (Command)

Hold LeftMouse and move Horizontal plane.

Move mouse forward/back to move forward/back.

Move mouse left/right to look left/right.

Hold RightMouse & move Locks view to a point and allows panning in all directions.

Hold Left & RightM Move mouse forward/back to move up/down on vertical axis.

Move mouse left/right to move right left on horizontal axis.

LeftClick a Surface Select a poly surface.

CTRL and LeftClick surfaces Select multiple surfaces.

Shift and LeftClick a surface Select entire poly attached to that surface.

RightClick an object Bring up options menu for that object.

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Controls

■ Knowing the viewport navigation controls as well as the keyboard controls and hotkeys can help to speed up your workflow and save time in the long run.

■ Mouse Controls For a list of mouse controls see the Editor Buttons page.

■ Keyboard Controls For a list of keyboard controls see the Editor Buttons page.

■ Hot Keys For summary of how to bind editor hotkeys and create new

editor hotkey commands, see the Editor Hot Keys page.

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Reference

■ Reference Unreal Engine 3 Video Tutorial

• http://udn.epicgames.com/Three/VideoTutorialsKR.html http://www.icecreamyou.com/ut3 Unreal Development Network tutorials Chris Albeluhn's tutorials http://www.hourences.com/tutorials/ http://odedge.com/ut-3-tutorials/ http://waylon-art.com/LearningUnreal/ http://www.avld.org/pages/tuts/tuts.htm http://www.worldofleveldesign.com/categories/cat_udk.php