Beginner s guide to unreal development kit
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Beginner ’ s Guide to Unreal Development Kit. Hanshin University Spring 2013. 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

Beginner’s Guide to Unreal Development Kit

Hanshin University

Spring 2013


Unreal engine

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.


Unreal engine1

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.


Ue3 vs udk vs ut3

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.


Ue3 vs udk vs ut31

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


Ue3 vs udk vs ut32

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.


Udk installation

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.


Udk installation1

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


Udk installation2

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


Navigation

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


The interface

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


The interface1

The Interface


Menu bar

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, …


Tool bar top

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 ActorsBrowser : Content Browser

    • Editor : Kismet Editor Matinee Editor

    • Viewport Camera : Controls the far clipping plane distance

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Tool bar top1

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

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Tool box side

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)

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Tool bar side

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


Tool bar side1

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

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Console bar bottom

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

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Drag

Rotation

Scale

Grid snapping is extremely important. Always work with grid snaps turned on.


Viewports

ViewPorts

  • ViewPorts

    • Offering multiple orthographic views (Top, Side, Front) and a perspective view

Side View

Front View

Top View

Perspective View


Viewports1

ViewPorts

  • Viewport Tool Bar

  • Viewport Options

    • Show Flag

      Normal

      PostProcessing

      Advance

      Collision


Viewports2

ViewPorts

  • Viewport Options

    • Show Volumes

      • toggling the display of all of the different

        types of volumes

    • Show Layers

    • Show Sprites


Viewports3

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


Viewports4

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.


Viewport bar

ViewPort Bar

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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


Viewport bar1

ViewPort Bar

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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


Viewport bar2

ViewPort Bar

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  • View Modes

    1) Brush Wireframe (Alt + 1) :

    • Shows the wireframe of actors and CSG brushes


Viewport bar3

ViewPort Bar

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  • View Modes

    2) Wireframe (Alt + 2) :

    • Shows the wireframe of all meshes.


Viewport bar4

ViewPort Bar

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  • View Modes

    3) Unlit (Alt + 3) :

    • Shows diffuse channel of the material used by each mesh


Viewport bar5

ViewPort Bar

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  • View Modes

    4) Lit (Alt + 4) :

    • Displays the material used by each mesh affected by lighting


Viewport bar6

ViewPort Bar

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  • View Modes

    5) Detail Lighting (Alt + 5) :

    • Displays meshes with a neutral material affected by lighting with normals


Viewport bar7

ViewPort Bar

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  • View Modes

    6) Lighting Only (Alt + 6) :

    • Displays meshes with a neutral material affected by lighting


Viewport bar8

#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

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  • View Modes

    7) Light Complexity (Alt + 7) :

    • Displays meshes with a solid color based on the number of lights affecting the mesh


Viewport bar9

High density : red

medium density : green

low density : blue

ViewPort Bar

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  • View Modes

    8) Texture Density (Alt + 9) :

    • Displays meshes with a color that represents the texture density


Viewport bar10

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

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  • View Modes

    9) Shader Complexity (Alt + 8) :

    • Visualize how many pixel shader instructions were executed on each pixel


Viewport bar11

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

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  • View Modes

    10) Lightmap Density (Alt + 0) :

    • Displays the lightmap density of objects that are texture mapped


Viewport bar12

ViewPort Bar

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  • 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


Browsers

Browsers

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


Browsers1

Browsers

  • Contents Browser (Source)

    • Select a source from which

      to gather assets

      • a package

      • a private collection

      • a shared collection

    • Packages View


Browsers2

Browsers

  • Contents Browser (Filter Panel)


Browsers3

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

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Browsers4

Browsers

  • Contents Browser (Tags Panel)


Browsers5

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


Browsers6

Browsers

  • Level Browser

    • View the Levels in your current world

      1) Menu Bar

      2) Filtering

      3) Levels List


Browsers7

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


Browsers8

Browsers

  • Layers Browser

    • Allows you to organize Actors in your Level

      1) Menu Bar

      2) Layers List

      3) Actor List


Movement

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.


Movement1

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.


Controls

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.


Reference

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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