A few things I have picked up in the last week.
The internal scale is in centemeters.
- Ie 1 uint in unreal is 1 cm.
- This is helpful putting things in scale.
If you go to the folder for a project
-
- Only the Config, Content and Source are required.
- Source will only be present if you have written c++ code.
- The files in the directory are required as well.
- Other folders are temporary and can be removed
- But this will make startup slow.
You can find your downloads by
- Start the Epic Games Browser
- Go to Settings
- Scroll Down to Edit Vault Cache Location
There is a community style guide
- here
- I need to spend some time reading this.
- But this will make life much easier for group projects.
Export to FDM does not do what you want.
- This moves some of the selected item but not everything.
- Migrate is the only tool.
- This will apparently also update between versions of the enginge.
A couple of tutorials I have done
- Blueprint Kickstart
- This is an hour and a half or so.
- It a lecture on blueprints.
- It is a good theoretical background thing.
- This is a really good video
- But it is more of an overview than a nuts-and-bolts discussion.
- Blueprints are the main tool inside the engine for doing things
- We have seen blueprints in an actor. (Transporter)
- But they are also used for
- Level control
- Animation
- The sequencer (controlling "movies" inside unreal")
- UMG - the user interface builder
- Niagra - the particle system
- Variant manager.
- There are some "debugging blueprints" I need to explore further.
- Blueprints are compiled into a bytecode
- This happens quickly.
- It is less efficient than c++ code.
- But this is most visible in the editor.
- Apparently it works much better when playing for real.
- Comprehending Projects and File Structure
- This is fairly basic.
- It gives you a good background into how unreal is organized on your machine.
- But probably not necessary right now.
- Building Better Pipelines
- Those of you who have done computer animation will probably benifit from this.
- I don't know enough about the software to completely benifit from this.
- But he has many tips on how to efficiently bring in assets.
- There are a few "working in groups" tips I need to experiment with
- Blueprint: Essential Concepts
- A great overview of using bluprints.
- I will talk about this one.
- You should do it however.
- Introducing Unreal Engine
- A very careful examination of the Editor.
- You should do this one.