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UE5

UE5–Final Project Part5

First of all, I would like to say that I think I’ve learnt almost all of UE5, but this time I’ve still encountered a lot of trouble with the Project.Here are some of the camera shots I made, all using the principle of frame-by-frame animation.

By adding keyframes to the attenuation radius and intensity of the light, to create a light animation effect.

Use the only light option in the render settings to render a white model to create a breakdown video.

Finally I would like to say, the animation produced by the effect is not up to my own standards, I found a lot of lack of places, such as lighting and lens production is in addition to the model production of the most important part, I regret not to be able to make them exquisite, for these two aspects of the I still have a lot of room for improvement, I will continue to work hard, look forward to the next time you can produce a better work.

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UE5

UE5–FinalProject Part5

I downloaded a character model this week, animated the character myself, imported the model into my scene and added two shots, I tested the render time and it wasn’t too long.

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UE5

UE5–FinalProject Part4

I expanded the scene a lot, added a lot of detailed elements as well as lighting, and my tutor said that it might take extra long to render, so next week I’m going to test the rendering time as well as animating it in UE5.

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UE5

UE5-level basic operations

Perspective Operation
Move the viewpoint: hold down the right mouse button to move the position of the viewpoint through WASD, E is vertical up, Q is vertical down; if the distance is far away from the moving speed is slow, press the right mouse button at the same time scroll wheel, you can accelerate the speed of movement!

Temporarily adjust the focus of the viewpoint: hold down the right mouse button, press Z or C to adjust the focus, release the right button to recover

Quickly focus the view on an object: Select an object in the level and outline view and press F to quickly focus the view on that object.

Setting common viewpoint position: Press Ctrl+any number key to save the current viewpoint position, when moving to another position, press the set number key again to move the viewpoint to the previously saved position immediately.

Run-time pop-up: If you run the game in the editor, and want to view the objects in the scene or other operations, press F8 to pop-up the mouse operation editor, and the viewpoint is also a free viewpoint, you can operate the editor as you do for the run-time.

Object operations
View the location of the object file: select an object and press CTRL+B to display the location of the object file in the content browser.

Select two or more objects and click Actor->Convert ** To Static Mesh to merge these selected objects into one static mesh.

Tighten objects to the ground: selecting an object and pressing End will stick the object down to the first plane of contact

Move Object To Camera Position; moves the camera to the object position:

Window operations
View assets: CTRL+space, which opens the Content Browser

Open Command Line Window: Press “~” to focus to the cmd command input box below, press “~” again to open the command line window

Scene Window Operations
Hide flags within the scene view: press the G key

Press the G key to hide the flags in the scene view
View Nanite triangles status: Lit->Nanite Visualization->Triangles in the scene window to view Nanite triangles status, then the scene will show the static mesh with Nanite enabled (if the scene doesn’t respond to the operation, switch the Project Setting’s Targeted RHIs in Project Setting to DirectX 12, and enable Nanite for the target static mesh.)

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Material editing operations

Add a vector: hold down the keyboard 1,2,3, then click the blank position in the material panel, you can create a vector, vector2, vector3 node respectively.

Disconnect: Press ALT and click on the connected line to disconnect it.

Change the line: hold down Ctrl, click on the line you want to change, click again on the target position you want to connect to, and release Ctrl.

Project Settings
Maps&Modes
Default Maps: Edit->Project Settings->Default Maps in Maps&Modes to set the default level for the editor and the default level for the game.

Collision
Object Channels: Used for object to object collision, such as whether A object will trigger collision event when it touches B object.

Trace Channels: used to call the interface for ray query, sphere query, etc. You can directly set the trace channel for the query.

You need to restart the project after adding a new channel

In C++, if you need to get the name of the channel, you can use the Config->DefaultEngine.ini file in the project directory to check it.

Common commands
stat fps: display frame rate

stat rhi: view hardware status data (retype to turn it off)

t.maxFPS 144: set the maximum frame rate to 144

Handling of some problems
Prompt in scene window: “Video Memory Has Been exhausted”
The community mentioned that this is a bug

This can be fixed by setting Targeted RHIs in Edit->Project Settings->Platform to vulkan or dx11.

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UE5

UE5–RIVER HOUSE

I made use of marine materials, a flotation system, and built my own model。

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UE5

UE5 Final Project part3

Added some detail to the scene model

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UE5

UE5 Final Project part2

Add a lot of light haven’t had a chance to adjust it yet, and the road surfaces and details it’s not done yet. the main thing to do for next week is to adjust the light as well as add the details to make my street more complete, and the style that I want to present in the final presentation is cyberpunk.

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UE5

UE5 Final Project Part 1

A story like a robot cop patrolling a street and suddenly notices that there might be danger ahead and takes out his weapon to check it out, so I need a small scene, I make a few models of the houses