Showing posts with label Introduction. Show all posts
Showing posts with label Introduction. Show all posts

Thursday, October 6, 2016

Read UE4 Landscape Editor Introduction Now

Landscape editor mode in UE4
In this tutorial I will be showing the basics of the Landscape Tools in Unreal Engine 4 and what they are used for.

Once you create a new level in Unreal Engine 4 you have to choose the landscape's size and material.




Landscape 

For this tutorial I am going to be using the default grass material, witch can be found in the content browser in Unreal Engine 4. After choosing the material and clocking Create you level will be filled in with the material you chose and the size you wanted also.



Landscape after creating



After your landscape has been filled in you can use the selection tool to select certain areas of your level.

The Landscape Tools


The Selection tool, selects Landscape components, one at a time for subsequent use with other tools, such as moving components to streaming levels and deleting components.
Controls- Left mouse click to select components, Right mouse click to de- select components.

The Add tool, adds new components to the landscape one at a time.
Controls- Left mouse click to add new component.



The Delete tool, deletes selected components from the Landscape
Controls- Left mouse click to delete selected components if there are none selected it deletes the components that are highlighted by moving the mouse over it.

The More Level tool, moves the selected components to the current streaming level. This makes it possible to move sections of the Landscape into a streaming level so that will be streamed in and out with that level, optimizing the performance of the Landscape.


The Change Component Size tool, Changes the size of the whole Landscape not individual components. With this tool you can change the size of the Landscape components and adjust how many sections each component has in the Change Component Size.


The Edit Splines tool, Landscape Splines are a flexible system for creating any linear feature that needs conform to a Landscape, and can even push or pull the
terrain to better facilitate building these features. They are created and edited using the spline tool in the Landscape toll.


The next Tab of the Landscape tools are the Sculpt tools.



Inside the Sculpt Tool bar there are a number of different tools, I will be talking about all of them in this tutorial.

The Sculpt tool, Increases or decreases the heightmap height in the shape of the currently selected brush and falloff
Controls- Left mouse click, heightens or increases the selected layers weight.
                Shift + Left mouse click, Lowers or decreases the selected layers weight.

                                        
  Showing Increase
                                     
Showing Decrease

The Smooth tool, Smooths the heightmap. The strength determines the amount of smoothing.
Controls- Left mouse click to Smooth.

                                                                             
 Showing Smoothing tool


The Flatten tool, flattens the Landscape to the level of the Landscape under the mouse cursor when you first activate the tool.
Controls- Left mouse click to Flatten


                                                                           
Showing the Flattening tool



The Ramp tool, enables to select two different locations on your landscape and create a flat ramp between them with a falloff you specify on the sides.
Controls- Ctrl + Left mouse click on two locations marking the start and the end of the ramp.

                                                                                 
 Showing unfinished ramp
                                             
Showing done ramp


The Erosion tool, uses a thermal erosion simulation to adjust the height of the heightmap simulating the transfer of soil from higher elevation to lower elevations. The larger the difference in elevation, the more erosion will occur.


                                                                                       
 Showing Erosion

The Hydro Erosion toll, uses a hydraulic erosion simulation to adjust the height of the heightmap. A noise filter is used to determine where the initial rain distributed. The simulation is calculated to determine water flow from that initial rain as well as dissolving water transfer, and evaporation. The result of that calculation provides the actual value used to lower the heightmap.

                                                                                   
Showing HydroErosion

The Noise tool, applies a noise filter to the heightmap or layer weight. The strength determines the
amount of noise. Also the noise filter is related to position and scale, which means if you do not change Noise Scale, the same filter is applied to the same position many times.

                                                                                       
Showing Noise Tool



The Visibility tool, lets you create holes in your ladscape for such things as caves.




The Region tool, selects regions of the landscape using the current brush settings and tool strength to be used to fit a landscape gizmo to a specific area or to act as a mask for copying data to/or pasting data.


                                                                                 
 Showing Selection Tool




The Copy/Paster tool, is used to copy height data from one area of the landscape to another through the use of Landscape Gizmo.




I hope this is really helpful for first time users or if anyone wants to brush up on the Landscape Tools.


Read Introduction to Unreal Engine 4 Now



In this tutorial I am going to give you a basic run down of the the user interface in Unreal Engine 4. After reading this tutorial you will be able to start your own Unreal Engine 4 project and know your way around the interface you are given to create a game.

Getting started

Create an account with unreal engine. Sign in.

Sign in screen.
Sign in screen.

When you sign in, you see the menu screen.


Menu screen.
Menu screen.

From the Marketplace, you can download different free useful packages including characters.  From there you can add these to your project.

Marketplace.
Marketplace.

All downloaded packages can be found in the library.

Launch button and Library location.
Launch button and Library location.

First time you launch the engine, you will see the unreal engine project browser.


Unreal project browser.
Unreal project browser.

From here, you can create a new project or go on to the Marketplace and load an existing project. When creating a new project, there are a variety of different genres and also a choice of project type’s, blueprint or code.


New project.
New project.

Blueprint and C++ options.
Blueprint and C++ options.

 When making settings, we recommend the following. 

Recommend setting.
Recommend setting.

You then choose an appropriate location to save it and you give it a project name.
 
Choose location to save your project and name it.
Choose location to save your project and name it.

Note: when naming, do not use spaces, use an underscore. Then you save and click CREATE PROJECT.
 
Create project.
Create project.

User Interface

Main menu bar


Menu bar location
Menu bar location

Menu bar zoomed in.
Menu bar zoomed in.

Pretty much any menu bar you see in computer applications, file menu, edit menu, window menu and the help menu.

File -   Here you can save what you are working on, create new projects, import and export.
Edit – You can find the standard Undo, redo, cut, copy, paste. Also here you can find editor preference and your project settings.
Window – This is where you can show and hide parts of the interface that are not shown by default
Help – Direct link to the documentation, link to initial tutorials to help get you started 

On your view port here are meshes already in place because you chose to include starter content. These meshes are not permanent and can be edited, as shown in a later tutorial. 


3D viewport.
3D viewport.

Mode panel 

Mode panel, this allows us to change the mode the editor is currently in. You can select modes place mode, landscape, paint, foliage and geometry editing mode.


Mode panel.
Mode panel.
Zoomed into modes.
Modes - Zoomed in.

Content Browser

Allow you access to any exterior generated content and special content like materials and blueprints you may have created.


Content browser.
Content browser.
Here you can create new folders and import different meshes, sound and textures/materials.

Scene Outliner

The scene outliner panel, shows everything that is in your level at that time. Main use is to see all the objects in your screen and select them.


Scene outliner.
Scene outliner.

It has some other functionality like here you can select, edit, parent together, hide and delete objects/actors.


Details panel

The details panel shows all editing details on a selected item.

Details panel.
Details panel.

Tool bar

Tool bar.
Tool bar.

Quick and easy one click access to common tasks that you will be performing
you have your save button (but generally you can just hit ctrl+s), content to open the content browser if you don’t already have one opened. Marketplace. Your settings, control various things that you can show and hide inside of your view port and overall environment. 


When editing, make sure you save your work frequently and build when progress is made.
When you press the play button a character will appear, this gives you a good idea of how your level will look and function.

Character on screen.
Character on screen.

To escape play mode press eject. The short cut for this on your keyboard is ESC.

Viewport navigation

Mouse navigation

If you drag with the left click, to go forward you drag up and to go backwards you drag down. Move the mouse left to right while still holding down the left of the mouse to look left and right. Right click is just looking around, you can look left, right, up and down by dragging the mouse up, down, left and right. If you click the mouse wheel you can track the camera in all directions by sliding up and down, left and right. Click the left and right of the mouse at the same time does the same thing.

You can change the speed of the camera in the upper right corner of the viewport.


Camera speed options.
Camera speed options.

Camera speed option zoomed in.
Camera speed option zoomed in.

WSAD keys

While holding down the right side of the mouse:
 W – To fly forwards
 S – To fly backwards
 A – Straight left
 D – Straight right
 E – Straight up into the air
 Q - Down
 C – zoom camera in
 Z – zoom camera out

Note: as soon as you release the right mouse it snaps back to where you were

MIYA style navigation

Hold down alt to use this style of navigation.
Alt+left mouse click is going to tumble the view around.
To change pivot of the tumble you can select any object in your scene and hit “f” on your keyboard.
Now when you hold down alt and drag with the left mouse you are tumbling around the object.
alt+right mouse to dolly the camera

When duplicating an object hold down the alt+click the direction you want to go in on the anchor + hold down shift. 


You can also look at your level through different viewpoints. You can find the option to change views in the top left hand corner of your  3D viewport.


Viewpoint section location.
Viewpoint section location.
Viewpoint selection zoomed in.
Viewpoint selection zoomed in.

In the dropdown, there are a variety of different views including perspective, top, side, and front.


Perspective.
Perspective.


Top.
Top.


Side.
Side.

Front.
Front.
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