Preface |
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xvi | |
Acknowledgments |
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xxi | |
About the Author |
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xxii | |
Part I: Unreal Engine 4 Overview |
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1 | (112) |
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1 Getting Started with Unreal Engine 4 |
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3 | (18) |
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4 | (1) |
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A Brief History of Unreal Engine |
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5 | (1) |
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Introducing Unreal Engine 4 |
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5 | (2) |
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UE4 Highlights for Visualization |
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7 | (1) |
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Developing Interactive Visualizations with Unreal Engine 4 |
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7 | (7) |
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Unreal Engine 4 Development Requirements |
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14 | (1) |
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Teamwork in Unreal Engine 4 |
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15 | (1) |
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Costs of Developing for UE4 |
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16 | (1) |
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17 | (1) |
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18 | (2) |
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20 | (1) |
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21 | (14) |
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Unreal Engine 4 Components |
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22 | (5) |
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27 | (3) |
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Understanding .uasset Files |
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30 | (1) |
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Unreal Engine 4 Content Pipeline |
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30 | (3) |
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33 | (2) |
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35 | (24) |
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Content Pipeline Overview |
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36 | (2) |
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38 | (1) |
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Preparing Geometry for UE4 |
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39 | (9) |
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48 | (3) |
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Texture and Material Workflow |
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51 | (3) |
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Importing to the Content Library |
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54 | (2) |
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56 | (3) |
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59 | (20) |
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Understanding Unreal Engine's Physically Based Rendering (PBR) |
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60 | (3) |
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63 | (1) |
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Understanding Light Mobility |
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64 | (4) |
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68 | (1) |
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69 | (10) |
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79 | (22) |
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80 | (1) |
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81 | (3) |
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How Unreal Materials Work |
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84 | (4) |
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88 | (1) |
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89 | (3) |
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92 | (8) |
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100 | (1) |
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101 | (12) |
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102 | (1) |
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Objects, Classes, and Actors |
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102 | (2) |
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104 | (1) |
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104 | (3) |
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107 | (1) |
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Variables and their Types |
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107 | (1) |
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108 | (1) |
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109 | (1) |
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110 | (1) |
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111 | (1) |
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112 | (1) |
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112 | (1) |
Part II: Your First UE4 Project |
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113 | (52) |
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115 | (6) |
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116 | (1) |
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Creating a New Project from the Launcher |
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116 | (3) |
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119 | (2) |
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121 | (14) |
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Making and Saving a New, Blank Level |
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122 | (1) |
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Placing and Modifying Assets |
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123 | (2) |
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125 | (3) |
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128 | (1) |
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Building the Architecture |
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129 | (1) |
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Adding Details to Your Structure |
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130 | (4) |
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134 | (1) |
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9 Making it Interactive with Blueprints |
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135 | (22) |
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136 | (1) |
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136 | (2) |
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138 | (4) |
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142 | (2) |
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Creating the Player Controller Class |
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144 | (1) |
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Adding Input with Blueprints |
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144 | (2) |
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Rotating the View (Looking) |
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146 | (1) |
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147 | (5) |
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152 | (3) |
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Placing the Player Start Actor |
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155 | (1) |
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156 | (1) |
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10 Packaging and Distribution |
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157 | (8) |
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Packaged Versus Editor Builds |
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158 | (1) |
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158 | (1) |
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159 | (1) |
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160 | (1) |
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Launching Your Application |
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161 | (1) |
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161 | (1) |
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162 | (1) |
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163 | (1) |
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163 | (2) |
Part III: Architectural Visualization Project |
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165 | (176) |
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167 | (10) |
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Project Scope and Requirements |
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168 | (1) |
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169 | (4) |
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Applying Project Settings |
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173 | (2) |
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175 | (2) |
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177 | (16) |
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178 | (1) |
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179 | (1) |
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Architecture and Fixtures |
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179 | (3) |
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182 | (2) |
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184 | (4) |
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188 | (4) |
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192 | (1) |
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193 | (12) |
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Scene Building for Visualization |
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194 | (1) |
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194 | (2) |
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Placing Architecture Static Meshes |
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196 | (2) |
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198 | (1) |
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199 | (4) |
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203 | (2) |
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14 Architectural Lighting |
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205 | (28) |
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Getting the Most from UE4's Lighting |
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206 | (1) |
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Static Lighting with Lightmass |
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207 | (1) |
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Adjusting the Sun and Sky Lights |
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207 | (5) |
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212 | (3) |
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Lightmass Settings for Architecture Visualizations |
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215 | (3) |
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Lightmap UV Density Adjustments |
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218 | (3) |
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Placing Interior Lighting |
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221 | (1) |
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222 | (1) |
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223 | (1) |
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224 | (7) |
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231 | (2) |
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15 Architectural Materials |
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233 | (24) |
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What Is a Master Material? |
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234 | (2) |
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Creating the Master Material |
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236 | (8) |
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Creating Material Instances |
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244 | (5) |
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249 | (7) |
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256 | (1) |
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16 Creating Cinematics with Sequencer |
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257 | (12) |
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Getting Started with Sequencer |
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258 | (3) |
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261 | (2) |
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263 | (1) |
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264 | (1) |
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264 | (1) |
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264 | (3) |
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267 | (2) |
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17 Preparing the Level for Interactivity |
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269 | (12) |
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270 | (1) |
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Adding the Player Start Actor |
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270 | (1) |
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271 | (6) |
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Enabling the Mouse Cursor |
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277 | (1) |
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Creating Post-Process Outlines |
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278 | (1) |
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279 | (2) |
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18 Intermediate Blueprints: UMG Interaction |
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281 | (30) |
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282 | (1) |
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Making the Variation Level |
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282 | (4) |
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286 | (4) |
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Defining a Player Start Actor |
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290 | (1) |
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Setting Up the Level Blueprint |
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290 | (4) |
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Programming the Switching |
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294 | (3) |
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297 | (2) |
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Unreal Motion Graphics (UMG) |
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299 | (7) |
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Back to the Level Blueprint |
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306 | (4) |
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310 | (1) |
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19 Advanced Blueprints: Material Switcher |
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311 | (26) |
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312 | (1) |
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Building the Actor Blueprint |
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313 | (1) |
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314 | (5) |
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319 | (2) |
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Creating the Change Material Function |
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321 | (1) |
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Understanding the Construction Script |
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322 | (5) |
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Understanding the Event Graph |
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327 | (4) |
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331 | (3) |
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334 | (2) |
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336 | (1) |
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337 | (4) |
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338 | (1) |
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338 | (1) |
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339 | (1) |
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339 | (1) |
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340 | (1) |
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340 | (1) |
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340 | (1) |
Glossary |
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341 | (6) |
Index |
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347 | |