Description
Prerequisite: Knowledge of Blender for Game Asset Creation
Section 1-Creating and saving a new Project with Templates and settings
Section 2 – Understand the Level Editor interface
Section 3 – Navigate a Level in the Viewport
Section 4- Playtest a Level
Understanding Project File structure
Section 1 – Importing assets
Section 2 – Assets created in Unreal Engine
Section 3 – Migrating Assets
Section 1 – Understanding Cartesian Coordinates and Pivot points
Section 2 – Manual & Interactive Move, Scale, Rotate for World and Local system
Section 3 – Grid units and snapping
Section 4 – World Outliner / Layers
Importing, assigning material, checking it UV orientation & Collisions
Section 1 – Creating Materials
Section 2 – Material Editor Interface
Section 3 – Texture Editor
Section 1 – Terminologies
Section 2 – Types of Light
Section 3 – Light Properties
Section 4 – Mobility settings
Section 5 – Building Light
- Default and new levels
- Exponential Height Fog Actor, Post Process Volume, Sun Sky Settings, Environment Light Mixer
- Reflection Capture Actors
- Lightmass Importance Volume, Volumetric Lightmaps
- Project Settings (Maps & Modes)
- Ray Tracing
Section 1 – Landscape Tools
Section 2 – Landscape Materials
Section 3 – Painting Foliage surface using an attractor
- Project Physics Settings
- Physics terms, Actors, Assets
- Collision settings
Section 1 – Particle System Asset
Section 2 – Emitter Actor
Section 3 – Niagara Editor Interface
Section 4 – Particle Distribution
Section 5 – Materials for Particles
Section 1 – Import Sound files
Section 2 – Sound Actor
Section 3 – Sound Cues
Section 4 – Audio Volume & Reverb Assets
Section 1 – Creating Level Sequencer
Section 2 – Sequencer Editor Interface
Section 3 – Assets & Actors
Section 4 – Navigating the tracks
Section 5 – Animating Camera
Section 1 – Concept of Blueprint visual scripting system in Unreal Engine
Section 2 – Types of Blueprints
Section 3 – Blueprint Editor Interface
Section 4 – Graph Editor
Section 5 – Visual Scripting
Section 1 – Level Events
Section 2 – Assigning Actors to Events
Section 3 – Collisions
Section 4 – Reference Variables
Section 1 – Class Inheritance
Section 2 – Timelines
Section 3 – Editing Variables
Section 4 – Construction Script
- Editor Utility Widget
- Designer palette
- Related Event Graph
- Blueprint Macros
- Blueprint Interfaces
- Controlling console commands through blueprints
- Controlling Post Process Columes, Sounds in Blueprintss
- Saving & Loading with Blueprints
- Game Concepts
- Rules
- Level Design
- Team Roles
- Configure Output for Android, Windows and VR
- Navigation volumes
- Blueprints for VR
- Teleportation
- Audio
- Packaging