Yingcai Xiao Game Development Intro to Unreal Engine.

22
Yingcai Xiao Game Development Intro to Unreal Engine

Transcript of Yingcai Xiao Game Development Intro to Unreal Engine.

Yingcai Xiao

Game Development

Intro to Unreal Engine

Installation

• Register an account

https://www.unrealengine.com/register

• Download the dashboard (1GB)

https://www.unrealengine.com/dashboard

• Start the Dashboard, then go to Library, +Add Engine, Subscribe

• Subscribe with the code from the GA

https://www.unrealengine.com/code-redemption

• Download the engine (3GB)

Dashboard, Library, Engines, Download.

(Can be downloaded on multiple computers with one account.)

Basic Game Engine Components

• Rendering

• Collision detection

• AI

• Visibility

• Networking

• Scripting

• File system management

Supporting rendering/graphics engines

• Microsoft DirectX

for Microsoft Windows, Xbox One, Windows RT

• OpenGL

for OS X, Linux, PlayStation 4, iOS, Android, and Windows XP

• JavaScript/WebGL

for HTML5 Web browsers

UE4

• Tim Sweeney, Epic Games, Started in 2003

• Released in 2014

• Shaders/GPU

• Android

• Blueprint

visual scripting

Kismet in UE3 and UnrealScript in UE2/1

Blue prints

• Visual scripting

• Nodes

• Events

• Functions

• Variables

Blue print types

• Level (each level can have one)

• Class (game objects)

• Prefabs

• Pawns (player charactors)

• HUD (heads-up display, status bar)

Blueprint Tutorial• A third person game

• FBX (Autodesk 3D model files)

• https://wiki.unrealengine.com/File:ThirdPerson_FBX.zip

• Skeletons (animation joints/bones)

• Have to use the same skeleton or skeletons with the same hierarchy to share animation.

Import FBX• Create a “Character” directory in the Content

Browser

• Drag HeroTPP from the unzipped FBX.zip to file pan.

• Import.

• Double click on the HeroTPP in the file pan.

• In the skeleton editor, select the Mesh tab.

Import Animation• Create an “Animation” directory under “Character”

directory in the Content Browser

• Drag all the animaton files from the unzipped FBX.zip to the file pan.

• Select the HeroTPP skeleton in the import dialog. file pan.

• Import All.

• Ctrol+S often to save everthing.

Persona• Animation editor in UE4

• Filter animaton files

• Click on the idle animation file.

• Persona will start.

• Right click on a bone allow you to add sockets to hold other things.

• Double click on any animation file in Content Browser will start the Asset Browser. Brows through the list to view the animations.

Persona - Mesh • Mesh tab gives you more details on the mesh than

the Skeleton tab.

• Mesh allow you to morph (change the shape of) a mesh.

Persona - Animation • Click on the animation pan (below the viewing

window).

• You can add notification to trigger a secondary animation.

• You can add a surve to change a property (varable), say, face color.

Input• Edit->Project Setting->Engine->Input

• Action Mapping: key up/down operations

• Axis Mapping: continuous operations

• Axis +, Move Forward• + to add key F – Scale 1.0 • + to add key B – Scale -1.0 • + to add key Up – Scale 1.0 • + to add key Down – Scale -1.0

• Export to be added into product .ini file.

Material• Content Browser->Game->Charactor

• Right click on it Create Asset -> Material

• Name it Character_Parent

• Double click on it

• Go to the Material Editor

Material Editor• Right click in the material editor pan.

• Select a desired color.

• Ok to see the update of the color on the object.

• Create another parameter (scalar) and name it metallic.

• Change its value in “Details” to 0.2

• “Apply”

Use Material• Go to Content Browser

• Right click on Character_Parent

• Create Material Instance

• Name it Charactor_Inst

• Double click on it to edit the instance.

Use Material• Go to Content Browser

• double click on HeroTPP

• Persona will be up.

• Drag the Character_inst from Content Browser to Mesh Details

• The color of the character will change after compilation.

Blend Space• Construct more complicate animations: blend

multiple animations.

• Graph of variables (e.g. speed, direction)

• Click on “Animation” folder in the Content Browser

• In the files pan, righ click

• Animation->Blend Space 1D

• Select the HeroTPP skeleton

• Name it Idle_walk_run

Blend Space• In the asset browser of the Persona, selecton

idle_walk_run.

• Change X Axis Paramters:

• Name: speed• Range: 0, 368• Division: 4• Apply

Blend Space• Drag the animations from Asset Browser of

Persona to blend animations

• Idle to Speed 0• Walk to the middle• Run to Speed 368