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UE4 Beginners Quick Start Guide V2-Part-3

The document provides instructions for setting up lighting, sky, and fog effects in an Unreal Engine level. It describes how to connect a directional light to a sky sphere blueprint to update the sky texture based on the light's angle. It also explains how to add a sky light and atmospheric fog to indirectly light areas and add more realistic lighting. The document concludes by covering auto exposure, lightmass volumes, saving the level, and testing lighting builds.

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Güler Varol
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
30 views

UE4 Beginners Quick Start Guide V2-Part-3

The document provides instructions for setting up lighting, sky, and fog effects in an Unreal Engine level. It describes how to connect a directional light to a sky sphere blueprint to update the sky texture based on the light's angle. It also explains how to add a sky light and atmospheric fog to indirectly light areas and add more realistic lighting. The document concludes by covering auto exposure, lightmass volumes, saving the level, and testing lighting builds.

Uploaded by

Güler Varol
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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If you do not, switch to Lit Mode (Alt+4).

• Alt + 4 = Lit Mode

We need to connect the Directional Light to work with the BP_Sky_Sphere.


This functionality has been scripted into the BP_Sky_Sphere blueprint.

Select the BP_Sky_Sphere and go to Details panel. Under Directional Light


Actor use the drop down menu to select the Directional Light:

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The BP_Sky_Sphere texture will now update:

Select the Directional Light and rotate (E) to point the light towards the
ground plane for any angle you want:

Depending on the angel of Directional Light, texture of BP_Sky_Sphere will


update. You can set the sky texture for early morning, afternoon, evening
and even night.

To see this update you’ll need to select BP_Sky_Sphere and click on


Refresh Material in Details panel:

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Select the Directional Light and in Details panel focus on adjusting any of the
following properties:

• Intensity: strength of the light


• Light Color: sets the color of your light

Recommended value for correct Directional Light intensity is 3.14:

Choose any Light Color you want by clicking on the color bar to open the
Color Picker:

Color you choose should reflect the time of day you want and should match
the sky. Once you've chosen the color, click OK.

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Here is the updated scene with a lighter orange/peach light color and 3.14
light intensity:

STEP 7: SKY LIGHT


The sunlight is working but you’ll notice the shadows on the ground and in
the back of the boxes are very dark:

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In real world you would have bounced light coming from the sky and from
the ground and it would never be this dark. To fix this, we need a Sky Light.

Sky Light is an additional light actor that illuminates indirectly lit areas;
areas that aren't being directly lit by Directional Light.

Important: Sky Light will work only if you have a Sky Sphere. This can be
the BP_Sky_Sphere we inserted earlier, it can be a static sky sphere using a
simple Static Mesh with an unlit material or another option without a Sky
Sphere is to use Atmospheric Fog.

Go to Modes Panel: Place tab (Shift+1) and switch to Lights. Left click
and drag the Sky Light into your level:

The areas in shadow are no longer black and it looks more realistic with
indirectly lit areas receiving a blue hue from the Sky Light:

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Remember: for a Sky Light to work you need to have either a Sky Sphere
or Atmospheric Fog inserted into your level.

You can change Sky Light’s indirect lit areas with different color or adjust
Intensity by selecting the Sky Light and in Details panel adjust Light Color
or Intensity:

STEP 8: INSERTING ATMOSPHERIC FOG


Let's insert Atmospheric Fog. It will give more realistic atmosphere in the
level.

Go to Modes, Place tab and under Visual Effects, left click and drag
Atmospheric Fog into perspective viewport:

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We aren't going to change any properties for Atmospheric Fog but we do
need to link it with the Directional Light.

Select the Directional Light and in Details panel, enable Atmospheric/Fog


Sun Light:

We now have an Atmospheric Fog and the Directional Light working


together:

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If you don’t see any fog in your level, make sure to enable its visibility using
Show drop down menu:

• Alt + F = Toggle Fog On/Off

No BP_Sky_Sphere: If you didn’t want to use BP_Sky_Sphere, you can


use Atmospheric Fog to give you an illusion of a skybox as seen below
(image below contains no Sky Sphere):

STEP 9: INSERTING A PLAYER START


Player Start defines a spawning location for the player inside the level.

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Every level should have at least one player start.

Go to Modes, Place tab and under Basic, left click and drag Player Start
into perspective viewport, onto the ground plane:

Now when play testing using various Play in Editor options, you’ll spawn
from this player start location.

STEP 10: INSERTING REFLECTION CAPTURE ACTOR


Every level needs at least one reflection capture actor to reflect the
environment around it. This helps certain surfaces to accurately display the
world such as water, glass, metals or other shiny materials. There are 3
reflection capture actors you can use:

1. Box
2. Planar
3. Sphere

Sphere Reflection Capture is the most flexible and primarily used actor for
capturing reflections.

Many of these can be placed around your level with almost no performance
cost because they are calculated before run time.

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Go to Modes panel, Place tab and under Visual Effects left click and drag
Sphere Reflection Capture actor into perspective viewport:

Position it so the sphere of influence surrounds the entire ground plane:

If you need to increase or decrease this influence, use the scale tool (R).

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STEP 11: AUTO-EXPOSURE/EYE ADAPTATION
Auto Exposure or Eye Adaptation is how your eyes naturally adjust when
you walk from bright into dark or from dark into bright environments.

In UE4 this happens automatically in all levels unless you control it.

Auto-Exposure is a great feature but it’s very distracting when you are just
beginning to create the environment and aren’t focused on lighting.

I disable default exposure (eye adaptation) in the beginning of all projects.

Go to Modes panel, Place tab and under Volumes, insert Post Process
Volume into your level:

In Details panel for Post Process, search for unbound and enable Infinite
Extent (Unbound):

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This will make Post Process Volume universal, so you don’t have to be inside
this volume for it to take effect.

Under Lens: Exposure, set Min/Max Brightness to 1:

• Min Exposure: 1.0


• Max Exposure: 1.0

This will disable Exposure both in-game and in editor.

Once you begin lighting the level and work on visuals, you’ll want to adjust
Min/Max Exposure values to fit your environment art direction.

Here is what we have so far:

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You can disable Eye Adaptation in editor viewport only but not in-game. In
perspective viewport, go to Show  Post Process  Eye Adaptation and
disable it:

More on Auto-Exposure: https://docs.unrealengine.com/en-


us/Engine/Rendering/PostProcessEffects/AutomaticExposure

STEP 12: LIGHTMASS IMPORTANCE VOLUME


Lightmass Importance Volume tells Unreal Engine the areas to focus its
lighting calculations in. If you have a large level but only a small part of it is
playable, surround this area with Lightmass Importance Volume.

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Go to Modes panel, Place tab and under Volumes, insert Lightmass
Importance Volume into your level:

Use Geometry Editing Mode (Shift+5) or scale (R) tool to resize the volume:

Surround important (playable) areas of your level inside this volume. In the
beginning it will probably be just a small section.

Note: you can have more than one Lightmass Importance Volume.

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STEP 13: SAVING YOUR LEVEL
Let's save before we lose any work. Go to File  Save As:

For better organization, create a new folder to save all the maps into. Right
click and choose New Folder and name it Maps:

Select the Maps folder, name your level and click Save:

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STEP 14: BUILDING LIGHTS AND BUILD ALL
Build option calculates and renders lighting, geometry and navigation. It
shows how the environment really looks. Up until now, the level showed you
lighting approximation or preview lighting.

Let’s Build the level on Production. Go up to Main Toolbar and use the
drop down menu to set Lighting Quality to Production. This will build the
lights on highest quality but this will also take the longest.

After setting to Production, click Build:

Preview Lighting Quality: throughout creation of your level, you’ll want to


test your lights using Lighting Quality set to Preview. It will allow you to
continue working without having to wait for long build times. Eventually, at
the very end you’ll build using Production for best results. Use the drop
down Build option and set Lighting Quality to Preview:

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Then, you would click Build:

STEP 15: TESTING YOUR LEVEL


You can play test your level right from the editor. In perspective viewport,
right click and choose Play From Here:

If you press on the Play icon at the Top Toolbar, it will spawn you from the
Player Start actor inserted earlier:

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You will spawn inside the level and as a player character depending on which
game template you chose at the beginning of project set-up:

Press Esc to return to editor mode.

WHAT'S NEXT?
You have now created a very simple level complete with a player start,
exterior lights, Static Mesh, BSP brush and fog. You controlled eye-
adaptation/auto-exposure, built the level on production quality and saved
the level.

Of course there is a lot more to creating environments than what we just


covered such as:

• Building with BSP brushes


• Building with Static Meshes
• Lighting your level using Directional Light, Sky Light, Point and Spot
Lights
• Using and working with Post Process to define visual style and look of
your level
• Adding audio

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• Adding particle effects
• And so much more...

I recommend the following tutorial series that covers all these topics. You
can get it here: “UE4 Fundamentals Vol. 1: The Essential Beginner's
Guide to Getting Started with Unreal® Engine 4”.

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How do you transition from UDK to UE4?

If you have been working with UDK (UE3) for a few weeks, months or years
it’s probably a good time to switch to Unreal Engine 4. The updated tools,
easier workflow and new improved tech are too appealing to pass up. And it
is best time as any to make this transition.

It is now free (no more subscription fee) and constantly being updated,
while UDK is no longer receiving updates. In fact, it’s hard to even find any
links to download it.

With the experience and knowledge you have from UDK, it will be easier to
make the jump to UE4. Most of the functions, principles and workflows
haven't changed, they just received an upgrade.

In this section you will learn how to make the quick transition and how to
get started with UE4 when you are coming from UDK (UE3).

UE4 is very easy to get into, even for a complete beginner.

Here is a broad overview of just a few improvements and upgrades:

• Overall appearance of the editor has been changed and updated; the
system interface is completely fluid and you can customize it to exactly
how you want it
• Scripting/Coding is now in C++, no more Unreal Script

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• Kismet visual scripting language has been replaced with a much more
powerful tool called Blueprints
• Material creation is different than what you are used to in UDK - UE4
now uses PBR (Physically Based Rendering) workflow
• Lighting has been improved
• Bringing assets into UE4 is a simpler process
• Various game templates to get your game started
• Ability to create and manage your projects

And so much more that it would take an entire book just to outline all the
new and improved features

Now, let's get started with how to quickly transition from UDK to UE4.

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1. FREE UNREAL ENGINE 4
Unreal Engine 4 is now free. It started off as a monthly subscription service,
but Epic has let that go, making it free for everyone. So just like UDK, you
can download UE4 for free.

Tutorial: UE4 - How to Download and Install Unreal Engine 4

As for royalties and releasing your games with UE4, visit here for all the
details.

2. UNREAL ENGINE/EPIC GAMES LAUNCHER


In UDK, you would download a specific version of the engine as an
executable to install.

With UE4, the download and install works differently.

First, you download a small installation file that will set up Epic Games
Launcher. This is a portal through which you download and install any
version of the engine, old and new. Any future updates will be applied and
downloaded through this Launcher.

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So you no longer have to check if there is a new Unreal Engine 4 version
out, the Launcher will keep everything up to date and notify you what's new.

Through the Launcher you will also have the ability to create and manage
your projects, purchase Marketplace content for your projects, download
examples and game engine content.

3. PROJECT MANAGEMENT
In UDK, to create a project you would launch the editor and start working
on your project. There was no way to keep various projects separate other
than setting up folders ahead of time and saving all the maps, packages and
content into it.

In UE4, you have to create a project you will be working on in order


to open the editor. To work on another project, you have to launch
another instance of the editor for that project.

All of your project will be under the Library tab:

Before starting UE4 editor you would define a project, then launch the UE4
editor with all the files associated with it for that project.

Tutorial: UE4 - How to Create, Start and Open Your First New Project

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4. GAME TEMPLATES
In UDK, you would start with first person game mode. If you wanted third-
person, top down or side-scroller game, you had to set this up yourself.
There was no choice for game templates that gives you basic functionality of
a game you wanted to create.

In UE4, you get to choose to start any project with a game template. You
can choose to have C++ or Blueprint template.

Then, you choose first-person shooter, third-person, side-scroller or any


other available game template which gives you a starting point for basic
functionality to build and expand upon for your own game.

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5. NEW LEVEL TEMPLATES
Level template gives you few necessary actors to begin creating the game
world without having to insert these actors yourself. It is a very quick and
efficient way to get a level started.

In UDK, if you go to File  New Level, a menu pops up to choose between


various map templates. You had 4 templates for different time of day and
one blank map template:

In UE4, you still have new level templates, but as of right now there are
only 3 templates to choose from. Default, VR-Basic and Blank Map:

The current single template in UE4 is enough to get started. Perhaps later
we'll have more additional time of day templates.

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6. KEYBOARD SHORTCUTS
Keyboard shortcuts are almost identical between many common functions
from UDK to UE4, but not all. In UE4, it is extremely simple to add/update
shortcuts by going to Edit  Editor Preferences  Keyboard Shortcuts:

Search for a shortcut and enter the keys for that shortcut to use:

7. TABS AND FLUID INTERFACE


UDK interface contained a lot of buttons, icons and menus. As a complete
beginner, it was overwhelming to make sense of it all.

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The entire UE4 interface has received a complete overhaul - from colors, to
panels, to functionality. Everything is now fluid. You can change and
customize the entire interface to exactly how you like it. Resize or drag and
drop any panel within the editor to modify the interface.

Another useful function I like is the ability to have tabs - just like a web
browser. You can have multiple tabs running across the editor. Dock these
tabs anywhere you want so you can have Blueprint, Matinee and Material
Editor all in their own tabs to avoid having multiple floatable windows open.

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You can still have menus as float windows, but tabbing adds additional
organizational option.

8. VIEWPORT NAVIGATION IN UE4


Viewport navigation from UDK to UE4 is almost identical with a few slight
changes.

Perspective Viewport Navigation: In UDK, you use WASD keys to move


viewport camera in front/back/side directions.

In UE4 you have to press and hold Right Mouse Button while using
WASD.

You can disable having to press/hold right mouse button for viewport
navigation by going to Edit  Editor Preferences:

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Under Viewport and Controls section, change Flight Camera Control
Type to Use WASD for Camera Controls:

The rest of the viewport navigation is the same from UDK. Such as holding
the Right or the Left mouse button to look around and move forward and
back; and if you hold both Left + Right Mouse buttons you move
up/down/side-to-side.

In UDK, if you liked Maya style navigation you had to press L + left or right
mouse button in to use it.

• Hold Alt + Left or Right Mouse = Maya LT/Maya Style Navigation

Also in UE4, press F to center view on selected object and then press and
hold Alt while holding and moving the left mouse button. This will rotate
around the selected object. Very useful for looking at a single selected object
inside the scene.

• F = Center View on Selected Object

Orthographic Viewport Navigation: In UDK, if you hold and move either


the right or the left mouse button both enabled panning inside the viewport.

Now, in UE4 Orthographic Viewport:

• Left-Click Hold and Drag = Marquee Selection


• Right-Click Hold and Drag = Pan Within Orthographic Viewport
• Hold Right + Left Mouse Button and Drag = Zoom In and Out

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9. MODES PANEL
In UE4, placing objects is a lot easier with the addition of the Modes panel
(Shift+1). Here you’ll find all the actors you need for your environment
creation.

Left click and drag right from the Models panel into the viewport or you can
right click inside the perspective viewport to insert:

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For all actors inside UE4 you can use All Classes in the Modes panel:

10. CLASS VIEWER


In UDK, to view all actors you had to access them through Actor Classes
menu.

View  Browser Window  Actor Classes:

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In UE4, Actor Classes are now called Class Viewer. Go to Window 
Developer Tools  Class Viewer:

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11. DEVELOPER TOOLS
In UDK, you had View  Browser Window, which gave you access to
various developer tools such as Log, Texture Stats and Primitive Stats:

In UE4, these developer tools are under Window  Developer Tools:

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To access Statistics for primitive objects, go to Window  Statistics:

12. CONTENT BROWSER


Content Browser is the content management system in both UDK and UE4.

In UDK, Content Browser was a floating window and could be accessed via
top toolbar icon or Ctrl+Shift+F shortcut:

In UE4 Content Browser is now part of the interface, by default it’s on the
bottom panel of the editor (or on the left for Engine versions 4.7 or older):

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You can open up additional Content Browser windows:

Using the Content Browser in UE4 is more intuitive. You can quickly create
any asset by clicking on Add New:

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Or quickly Import assets:

Everything is organized by folders and all of your project assets will be found
inside the main Content folder:

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You can create folders to organize your content inside the Content Browser
itself. Right click and choose New Folder:

You can also create folder by navigating to a Project Folder directory, within
Content folder. This folder will then show up inside Content Browser:

13. WORKING WITH OBJECTS


Working with Actors (objects inside the editor) is similar to UDK. Placing,
selecting, deleting, resizing, moving and rotating are the same.

Such as drag and drop right from the Content Browser and using the
Spacebar to cycle between move/rotate/scale gizmo.

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World Outliner window gives you additional control over your entire scene
and selecting objects inside your level but more on this later.

14. DETAILS PANEL


In UDK, you have to double click to access the object properties. This would
always be a floating window.

In UE4, object properties are now called Details. This menu is part of the
editor and you'll find it on the lower right hand side:

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Every time you select an actor/object in UE4, the detail panel will change
and show the properties for that selected object.

Of course you could also have Details menu as floating window:

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15. SHOW ALL ADVANCED DETAIL PROPERTY
While looking at Object Properties via Details Panel in UE4, you will not see
all properties available for that object.

You have to enable to show all advanced settings by left clicking on the eye
icon, then turning on Show All Advanced Details:

16. SCALE
Scale is different in UE4 from UDK.

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• UDK: 1uu = 2cm
• UE4: 1uu = 1cm

Important: make sure to change working units inside your modeling


application to centimeters.

Tutorial: UE4/Maya: How to Set Up Grid in MayaLT/Maya to Match Unreal


Engine 4

UE4 Character Scale Dimensions are:

• Height: 180uu/cm

See World Scale Dimensions and Proportions section of this guide for
more detail.

Tutorial: UE4 - Guide to Player Scale and World/Architecture Dimensions

17. GRID SETTING SIZE


In UDK, grid size follows the power of 2. This means when you increase grid
size it goes from 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048. 4096.

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UE4 follows the standard decimal grid size system. Values are 1, 5,
10, 50, 100, 500, 1,000, 5,000 and 10,000. You have to set up 3d modeling
application to match the grid size in Unreal Engine 4.

If you still want to use power of 2 grid in UE4, you can switch settings by
going to Edit  Editor Preferences:

Then in Level Editor  Viewports and under Grid Snapping option, you
will see a check box to Use Power of Two Snap Size:

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I recommend to stick with the new decimal grid system.

18. WORLD OUTLINER


In UDK, to see every single object placed inside your level you have to go
to View  Browser Window  Scene:

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In UE4, this is now contained within its own editor panel called World
Outliner and you will find this menu on upper right-hand side. It will list all
objects inside the scene.

If you don't see the World Outliner go to Window  World Outliner:

Through the World Outliner, you can select, search and organize all of the
actors currently placed within your environment.

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19. WORLD SETTINGS
World Settings are universal properties for the entire environment.

In UDK, to access World Properties, go to View  World Properties:

In UE4, World Properties are now called World Settings and you can
access this menu by going to Window  World Settings:

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20. BSP BRUSHES
BSP brushes are extremely useful for blocking-in and prototyping a level.
You can build a map with BSP brushes and have a layout to test very
quickly.

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In UDK, BSP process was slow and cumbersome. You had to build geometry
every time you modified any BSP brush to see changes. There is a setting
under Preferences to update this option to automatic BSP visualization, but it
would build geometry every time you move a brush and slowed down your
workflow.

In UE4, BSP brushes process has been improved. You no longer need to be
rebuilt geometry if brushes have been modified. The entire BSP process is
now much faster. It's still not as streamlined as some other BSP based game
engines.

You’ll find BSP brushes in the Modes panel, Place tab and Geometry. Left
click and drag BSP brushes from this menu right into the viewport:

You can use Details panel to input specific dimensions for the BSP brush:

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Or, you can use Geometry Editing Mode (Shift+5) to resize the brush using
vertices, edges and faces:

21. PBR MATERIAL CREATION


Material creation in UE4 is very different from UDK.

The material editor is similar to UDK but methodology and approach of


creating materials has changed. UE4 now uses PBR or Physically Based
Rendering, which offers more realistic way of rendering these materials.

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At first using PBR workflow may seem confusing. But once you learn how to
create few PBR materials, it’s actually easier than the previous workflow.

More information on UE4 PBR: https://docs.unrealengine.com/en-


us/Engine/Rendering/Materials/PhysicallyBased

22. LIGHTING
Each light you place in UE4 will contain 3 different mobility types: Static,
Stationary and Moveable.

Once you insert a light, using the Details panel you can change that light to
be Static, Stationary or Moveable:

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Static vs Stationary vs Movable:

• Static: completely static light that has no overhead during the game
• Stationary: can change its color and brightness at runtime (via
Blueprint) but cannot move, rotate or change influence size
• Movable: fully dynamic light capable of changing all of its properties
during runtime

For important lights use Stationary (default). For fill-in lights, small area
lights and far away lights use Static. For fully dynamic lights use Moveable.

Important: you cannot have more than 3 overlapping Stationary


lights in an area. You can have more than 3 Stationary lights but the radius
of influence for 3 of these lights cannot overlap at the same time:

23. BLUEPRINT REPLACES KISMET


In UDK, you had Kismet, which is the visual scripting language in UDK:

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In UE4, you now have Blueprint, which is a more powerful and improved
system than Kismet.

To access Level Blueprint is through the main toolbar:

Blueprint has many improvements and functionalities. One of them is the


ability to create Class Blueprints. These are self-contained items you
create to have Blueprint functionality. You would then place Class Blueprints
throughout the level without having to recreate it over again. Using Blueprint
you can create simple actors, components, behaviors and gameplay
mechanics without having to code.

Blueprint Documentation: https://docs.unrealengine.com/en-


us/Engine/Blueprints

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24. IMPORTING AND STORING CUSTOM ASSETS
In UDK, when you import any asset (Static Meshes, textures, materials,
audio, animations etc.) you had to create a package where all of the
imported content would go into.

There were 2 most common file types .UDK and .UPK

• .udk = map file, this is your level that you see inside UDK
• .upk = package file, this file type contains 3d models (Static Meshes),
textures, materials, sounds, animations etc that you use to place into
your level

This system worked ok but I always wanted a better and more intuitive way
to organize my imported content; such as a way to grab a single asset and

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move it to another project without having to create a separate package to
move it into.

In UE4, there are no more packages. Importing assets is very simple


process. Hit import or just left-click and drag right into the Content Browser.

You now have .umap and .uasset:

• .umap = map or level file


• .uasset = individual asset file, such as a texture, a Static Mesh, a
material etc.

Each project has a Content folder. This is where your game assets
are stored in. You can see the Content folder when you are inside the
editor looking at the Content Browser. Anything you import for a project
needs to be placed inside this Content folder. You can create sub-folders
within the Content folder for better organization.

25. PROJECT SETTINGS


In UDK, game and level configurations were stored inside .ini configuration
file. You would have to create and update this file with any changes.

In UE4, you can change your configurations inside Project Settings and you
no longer need to create .ini files.

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To access Project Settings go to Edit  Project Settings:

Through here you can change settings for Project, Engine and Editor:

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26. CURRENT PROJECT IN UDK TO UE4
If you have a UDK project that you want to bring over to UE4. Here are
some tips of what you can or cannot do:

• You can't open .upk or .udk files inside UE4


• Static Meshes and textures have to be re-imported. This should be
simple if you kept your texture files and 3d modeling files (.fbx, .obj)
• Due to scale and different size use from UDK to UE4, Static Meshes
used in UDK and if imported into UE4 will be smaller. You would have
to scale them up in 3d modeling app or in UE4
• Materials have to be recreated following PBR workflow
• Particles Effects/Systems have to be recreated
• Kismet set-ups have to be recreated in Blueprint
• Any code has to be re-written from Unreal Script to C++
• Landscape heightmaps can be exported from UDK and imported into
UE4

RECOMMENDED EXTERNAL LINKS


Epic Games - Transitioning From UE3 to UE4

Unreal Engine Wiki UE3 to UE4 Transition Guide

From Unity3D to UE4

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