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Beginner ’ s Guide to Unreal Development Kit

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

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Beginner ’ s Guide to Unreal Development Kit

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  1. Beginner’s Guide to Unreal Development Kit Hanshin University Spring 2012

  2. Unreal Engine • Unreal Engine • a game engine developed by Epic Games • first illustrated in the 1998 first-person shootergameUnreal • The latest release is the Unreal Engine 3(UE3), designed for • Microsoft's DirectX 9 (for Windows and Xbox 360) • DirectX 10 (for Windows Vista) • DirectX 11 (for Windows 7 and later) • OpenGL for Mac OS X, • PlayStation 3, Wii U, iOS, Android • Stage 3D for Adobe Flash Player 11.

  3. 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.

  4. 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.

  5. 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

  6. 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.

  7. 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.

  8. 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

  9. 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

  10. 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

  11. The Interface • Title bar and UnrealEd Main Menu • Along the top: the Toolbar • Down the left-hand side: the Toolbox • The UnrealEd Viewport area: each viewport is one window in the main section of UnrealEd. • the Console bar, which includes the UnrealEd Console, grid control and a few other buttons

  12. The Interface

  13. 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, …

  14. Tool Bar (Top) • Tool Bar (Top) • Maps 1) Create New File 2) Open Existing File 3) RecentFile List 4) Toggle Map File As Favorite 5) 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 7 8 9 4 5 6 1 2 3

  15. Tool Bar (Top) • Selection • 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 4 5 6 7 1 2 3 8 9 4 5 6 7 1 2 3

  16. 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) 1 2 3 4 5 6 7 8 1 2 4 3 5 6 8 7 9

  17. 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

  18. 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 1 2 3 4 1 2 1 2 3 4

  19. Console Bar (Bottom) • Console Bar (Bottom) • The last set of tools are along the bottom of the Editor window. • Console Command : You can type a command directly into this field to execute commands in the log window. • Source Control Info. 3) Lighting Info. 4) Path Info. 5) Package Info. • Selected Actor Info. 7) Draw Scale, DrawScale3D X, Y, Z 8) Drag Grid Toggle 9) Rotation Grid Toggle • Scale Value Setting 11) Auto Save 콘솔 명령어 8 9 10 11 4 5 6 7 1 2 3 Drag Rotation Scale Grid snapping is extremely important. Always work with grid snaps turned on.

  20. ViewPorts • ViewPorts • Offering multiple orthographic views (Top, Side, Front) and a perspective view Side View Front View Top View Perspective View

  21. ViewPorts • Viewport Tool Bar • Viewport Options • Show Flag Normal PostProcessing Advance Collision

  22. ViewPorts • Viewport Options • Show Volumes • toggling the display of all of the different types of volumes • Show Layers • Show Sprites

  23. 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

  24. 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.

  25. ViewPort Bar 9 8 10 11 4 5 6 7 1 2 3 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

  26. ViewPort Bar 9 8 10 11 4 5 6 7 1 2 3 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

  27. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 1) Brush Wireframe (Alt + 1) : • Shows the wireframe of actors and CSG brushes

  28. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 2) Wireframe (Alt + 2) : • Shows the wireframe of all meshes.

  29. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 3) Unlit (Alt + 3) : • Shows diffuse channel of the material used by each mesh

  30. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 4) Lit (Alt + 4) : • Displays the material used by each mesh affected by lighting

  31. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 5) Detail Lighting (Alt + 5) : • Displays meshes with a neutral material affected by lighting with normals

  32. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 6) Lighting Only (Alt + 6) : • Displays meshes with a neutral material affected by lighting

  33. #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) ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 7) Light Complexity (Alt + 7) : • Displays meshes with a solid color based on the number of lights affecting the mesh

  34. High density : red medium density : green low density : blue ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 8) Texture Density (Alt + 9) : • Displays meshes with a color that represents the texture density

  35. The cheapest pixels : Bright green dark green, dark red, bright red : an instruction count of 300. pink : an instruction count of 600 white : 900 shader instructions. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 9) Shader Complexity (Alt + 8) : • Visualize how many pixel shader instructions were executed on each pixel

  36. Color Mode BLUE : less than ideal density GREEN : ideal density RED : max or great density Grayscale mode BLACK : the minimum (or less) density WHITE : the maximum (or greater) density ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • View Modes 10) Lightmap Density (Alt + 0) : • Displays the lightmap density of objects that are texture mapped

  37. ViewPort Bar 9 8 10 4 5 6 7 1 2 3 11 • 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

  38. Browsers • Contents Browser : helps you find, organize and create game assets

  39. Browsers • Contents Browser (Source) • Select a source from which to gather assets • a package • a private collection • a shared collection • Packages View

  40. Browsers • Contents Browser (Filter Panel)

  41. 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 4 5 6 7 1 2 3

  42. Browsers • Contents Browser (Tags Panel)

  43. Browsers • Actor Class Browser 1) 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

  44. Browsers • Level Browser • View the Levels in your current world 1) Menu Bar 2) Filtering 3) Levels List

  45. 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

  46. Browsers • Layers Browser • Allows you to organize Actors in your Level 1) Menu Bar 2) Layers List 3) Actor List

  47. 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.

  48. 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.

  49. 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.

  50. 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

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