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Game Development with Unreal Engine 5 Volume 1: Design Phase

āœ Scribed by Tiow Wee Tan


Publisher
Apress
Year
2024
Tongue
English
Leaves
423
Edition
1
Category
Library

⬇  Acquire This Volume

No coin nor oath required. For personal study only.

✦ Synopsis


Dive into the heart of game development with Unreal Engine 5 (UE5), the latest revolution in creating immersive and visually stunning game worlds. Crafted to encourage your imaginative and inventive skills, Volume 1 of this two-part guide stands as a crucial tool in your journey towards developing incredible video games with UE5 and serves as a transition into the programming dimensions of game creation with C++ featured in Volume 2.

Blending artistic mastery with technical prowess, you’ll journey from the basics of UE5’s environment to creating expansive landscapes with procedural content generation and combining materials for lifelike terrains. Discover the power of Quixel Bridge and Megascans to bring realistic textures and models into your projects, and master Nanite for rendering complex scenes with cinematic fidelity.

You’ll also learn to create dynamic lighting and shadow effects with Lumen, enrich your game’s atmosphere with sophisticated particle systems using Niagara. Then integrate characters and adversaries into our worlds, making them come alive with interactive elements. From designing large open landscapes to implementing advanced visual effects, Game Development with UE 5, Volume 1 is your gateway to elevating the visual appeal and interactive experience of your game.

What You Will Learn

  • Sculpt vast, open worlds with UE5's advanced landscape tools and Heightmaps.
  • Construct highly detailed environments with Nanite, achieving unparalleled visual quality without sacrificing performance.
  • Introduce dynamic global illumination with Lumen, crafting stunning lighting and shadow effects that respond to changes in the game world in real-time.
  • Implement Real-Time Virtual Textures to significantly enhance texture streaming efficiency in large-scale environments.
  • Use Procedural Content Graph to populate your game worlds with dynamic, lifelike vegetation that adds depth and realism to your landscapes.
  • Explore Niagara's powerful visual effects system to create complex and captivating effects that elevate the aesthetic appeal of your game.

Who This Book Is For

Game developers who want to learn how to use Unreal Engine 5 would benefit from this book.

✦ Table of Contents


Table of Contents
About the Author
About the Technical Reviewer
Acknowledgments
Introduction
Chapter 1: Getting Started withĀ  Unreal Engine 5
What Is Unreal Engine 5?
The Benefits ofĀ Unreal Engine 5
Expanding Horizons
Realistic Visuals
Reimagining Possibilities
Procedural Foliage: Unreal’s Solution
Unleashing Visual Fidelity
Unleashing Creativity
Elevating Control
Chaos Unleased
Empowering Sound Designers
Setting UpĀ theĀ Development Environment
Installing Unreal Engine 5 andĀ Dependencies
Installing Visual Studio Community 2022 andĀ Dependencies
Other Preparations
Prepare New Project
Run onĀ Low-Quality Mode
Show Engine Content
Summary
Chapter 2: From Heightmap toĀ Large Open-World Landscape
Set UpĀ aĀ New Level
Prepare theĀ Heightmap
Convert EXR toĀ PNG withĀ GIMP
Create Landscape fromĀ Heightmap
Ensure Correct Scale fromĀ Perspective
Convert toĀ World Partition
Save theĀ Level Before Conversion
The Conversion
World Partition Editor
World Partition Runtime Settings
Summary
Chapter 3: Auto-Blend Landscape Materials
Material Setup
Attach Material toĀ Landscape
Auto-Blending Height-Based Materials
Important Nodes toĀ Look Into
Named Reroute Declaration Node
Constant Node
Constant3Vector Node AsĀ RGB Color
Create aĀ Material Parameter fromĀ aĀ Node
Material Layer Blend (Standard) Node
Set Material Attributes Node
The Design ofĀ Materials
Top Material
Middle Layer Material
Bottom Layer Materials
Height Position forĀ Individual Pixel
Bottom Half Layer Material
Top Half Layer Material
The First Material Result
Visualize theĀ Result
Improvement withĀ Slope Attribute
Adding Slope Attribute inĀ Material Design
Visualize theĀ Result withĀ Slope Consideration
Summary
Chapter 4: Revitalizing Visuals: Asset Import andĀ Procedural Creation
Quixel Bridge andĀ Megascans
Asset ID
Surface (Texture) Assets
Asset Download
Asset Integration
3D Assets andĀ 3D Plants
Nanite
Import andĀ Enable Nanite onĀ 3D Geometry Assets
To Enable Nanite onĀ Static Mesh
Visual Improvement onĀ AutoBlend_Height_MAT Landscape Material
General_Template_MF
Set UpĀ theĀ Texture Samplers forĀ Properties
Improve Texture Tiling Sampler
Incorporate UV_Variation into General_Template_MF
Complete theĀ AutoBlend_Height_MAT Landscape Material
Procedural Content Generation (PCG)
Set UpĀ theĀ PCG Volume
Important PCG Nodes toĀ Look Into
Input Node
Surface Sampler
Point Filter
Transform Points
Projection
Normal toĀ Density
Density Filter
Self-Pruning
Bounds Modifier
Difference
Static Mesh Spawner
Force Regen
Design ofĀ Content Volume PCG Graph
Procedural Generate Large Rocks
Procedural Generate Gravel Stones
Procedural Generate Vegetations
Final Visualization Result
Summary
Chapter 5: Enhancing Visual Realism withĀ Runtime Virtual Textures andĀ Material Blending
Runtime Virtual Texture
Color Map inĀ RVT
Increase Framework andĀ Optimization withĀ RVT
World Height inĀ RVT
Material Blending andĀ RVT inĀ UE5
Set UpĀ anĀ RVT Asset inĀ UE5
RVT Volume
The Setup ofĀ RVT Volume
Set RVT Volumes Inside Landscape Partitions
RVT Output inĀ Material Editor
Set UpĀ RVT Output Node
See theĀ Result onĀ theĀ RVT Assets
Material Blend withĀ RVT Assets
Additional Logic toĀ This Duplicated Material (RVT)
Asset’s Original Materials
Landscape’s Color RVT
Create anĀ Alpha forĀ theĀ Blending
Final Material Output andĀ Result
Put Them Altogether
Summary
Chapter 6: Mastering Lumen Global Illumination inĀ Unreal Engine 5
How Lumen Works
Enabling andĀ Configuring Lumen
Evaluating Lumen’s Lighting Effects
Preparation Tasks
Procedural Content Generated Cave
Set Animate Emissive Materials
The Workflow ofĀ Importing theĀ Model inĀ UE5
Placing theĀ Asset inĀ theĀ Level
The Influence fromĀ Lumen
Import Macrovirus andĀ Set Its Emissive Effects
Lumen inĀ Post-Processing Effects
Settings ofĀ theĀ Post-Processing Volume
Lumen Effects Inside andĀ Outside Post-Processing Volume
Summary
Chapter 7: Harnessing theĀ Power ofĀ Niagara: Practical Examples inĀ Unreal Engine 5
Getting Started withĀ Niagara
Creating First Particle Effect
Learning theĀ Basics ofĀ Particle Systems
Rename Emitter
Enable anĀ Emitter’s Local Space
Result ofĀ Enabled/Disabled Local Space
Sim Target
Emitter Update: Loop Duration andĀ Spawn Rate
Modifying Particle Emission: FromĀ Continuous Flow toĀ Burst Effect
Adjusting Particle Burst Frequency
Customizing Particle Visuals withĀ Material Swaps inĀ UE’s Niagara System
Harnessing theĀ Power ofĀ Niagara #1: Smoke fromĀ Landing Spaceship
Import andĀ Set UpĀ theĀ Spaceship
Set UpĀ Material forĀ theĀ Smoke Niagara System
Set UpĀ theĀ SmokeFromLandingShip Niagara System
Initialize Particles
Shape Location
Add Velocity
Gravity Force
Drag Value
Acceleration Force
Color
Scale Sprite Size
Sprite Renderer
Placement ofĀ theĀ SmokeFromLandingShip Niagara System
Harnessing theĀ Power ofĀ Niagara #2: Spiral Effects onĀ Magical Ball
Import andĀ Set UpĀ theĀ Magical Ball
Initialize Particle
Rotate Around Point
Disable theĀ Shape Location
Add Velocity
Scale Sprite Size
Gravity Force
Drag
Scale Color
Sprite Renderer
Spiral inĀ Action
Bring InĀ theĀ Magical Ball
Bring InĀ theĀ Niagara System Particle Effect
Attaching Niagara Particles
Harnessing theĀ Power ofĀ Niagara #3: Dust Storm
Set UpĀ Materials forĀ theĀ Dust-Rock Emitter
Set UpĀ theĀ Dust-Storm Niagara System
Initialize Particles
Shape Location
Add Velocity
Scale Sprite Size
Disable Gravity Force
Drag
Wind Force
Scale Color
Curl Noise Force
Sprite Renderer
Add Another Emitter
Initial Settings forĀ Smoke Storm
Initialize Particle forĀ Smoke Storm
Shape Location forĀ Smoke_Storm
Add Velocity forĀ theĀ Smoke Storm
Disable Gravity andĀ Drag Modules forĀ Smoke_Storm
Sprite Rotation Rate forĀ Smoke_Storm
Scale Sprite Size forĀ Smoke_Storm
Scale Color forĀ Smoke_Storm
Sprite Renderer forĀ Smoke_Storm
Placement ofĀ theĀ Dust_Storm Niagara System
Summary
Bringing Worlds toĀ Life: Concluding theĀ Design Phase
Index


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