Summary

We have covered a number of very important concepts about the objects that we use to populate our game world in Unreal Engine 4. We have broken one of the most common types of game object, Static Mesh, into its most fundamental components in order to understand its construction. We have also compared two types of game objects (Static Meshes and BSP), how they are different, and why they have their spot in the game. This will help you decide what kind of objects need to be created and how they will be created for your game level.

The chapter also briefly introduced textures and materials, how they are created, and applied onto the meshes. We will go into more details about Materials in the next chapter. So you might want to read Chapter 4, Material and Light, first before creating/applying materials to your newly created game objects. To help you optimize your game, this chapter also covered the mesh creation pipeline and the concept of LOD. For interactions to take place, we also needed to learn how objects interact and collide with one another in Unreal, what object properties are configurable to allow different physics interaction.

This chapter also covered our first introduction to Blueprint, the graphical scripting of Unreal Engine4. Through a simple Blueprint example, we learned how to turn on and off lights for our level using one of the many useful volumes that are in Unreal, Trigger Volume. In the next chapter, we will continue to build on the level we have created with more exciting materials and lights.

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