UnrealEngine5实操--基础概念
- Unreal 术语
- UE5 上手指南
- 关卡快速搭建
- 视口标准按键操作
- Unreal Editor 快速测距
- Actor 操作
- 相机操作
- 运行和模拟、打包
- 不同配置打包运行后saved文件夹路径
- unreal 像素流快速上手
- PIE运行ESCAPE键退出
- 引擎默认单位
- UE 地形快速指引
- 视口近裁面设置
- UE色彩管理
- 伽马调节入口
- 类型图片处理
- 材质编辑器
- 管理材质节点图
- UE推荐资产命名规则
- Decal 材质预览异常
- UE编辑器截屏
- 顶点动画工具
- 动画姿势快照
- 混合Gameplay和Sequencer动画
- USD 使用
- Text 3D插件使用
- Spline
- UMG中新手必晕的ListView详解
- 3D视频教程
- 场景Scene 变体管理
- Geo地理信息
- UE5 OFPA[(One File Per Actor)](https://docs.unrealengine.com/5.0/en-US/one-file-per-actor-in-unreal-engine/)
- UE GameFeature
- 界面UI
- 编程
- 命令终端Command Console
- 编辑器Python使用
Unreal 术语
- Actor: 可以放置在Level中的实体对象,比如摄像机、网格体、初始位置等;
- Pawn: 代表你或者AI控制的游戏对象,Actor的子类;
- Charactor: 玩家可控制的虚拟人物角色,Pawn的子类;
- Component: 可以挂在Actor上的特定功能组件;
- Player Controller: 获取玩家输入,与game交互;
- Player State: 游戏内参与者的状态;如name,当前地图,生命值等
- BluePrint: 蓝图,可视化脚本系统,俗称连连看;
- Game Mode:游戏运行机制;
- Game State :游戏状态,如游戏分数,多少玩家,开局时间等;
UE5 上手指南
Onboarding Guide for Games Licensees
- 硬件要求
- 获取虚幻
- 开发编译
关卡快速搭建
视口标准按键操作
Control | Action |
---|---|
W / Numpad8 / Up | Moves the camera forward. |
S / Numpad2 / Down | Moves the camera backward. |
A / Numpad4 / Left | Moves the camera left. |
D / Numpad6 / Right | Moves the camera right. |
E / Numpad9 / Page Up | Moves the camera up. |
Q / Numpad7 / Page Dn | Moves the camera down. |
Z / Numpad1 | Zooms the camera out (raises FOV). |
C / Numpad3 | Zooms the camera in (lowers FOV). |
Perspective | 透视图 |
LMB + Drag | Moves the camera forward and backward and rotates left and right. |
RMB + Drag | Rotates the viewport camera. |
LMB + RMB + Drag || MMB | Moves up and down. |
Alt + LMB + Drag | Tumbles the viewport around a single pivot or point of interest. |
Alt + RMB + Drag | Dollies (zooms) the camera toward and away from a single pivot or point of interest. |
Alt + MMB + Drag | Tracks the camera left, right, up, and down in the direction of mouse movement. |
Orthographic (Top, Front, Side) | 正交视图 |
LMB + Drag | Creates a marquee selection box. |
RMB + Drag | Pans the viewport camera. |
LMB + RMB + Drag | Zooms the viewport camera in and out. |
Focusing | 快速定位 |
F | Focuses the camera on the selected object. This is essential to make the most out of tumbling the camera. |
Editor 视角移动速度调节
右上角调节速度为固定值
可在editor settings里设置use distance-scaled camera speed 为true。
Unreal Editor 快速测距
alt+J 顶视图,按住鼠标中键
Actor 操作
- Outliner窗口中Shift连续多选,Ctrl点选合集;
- 透视图中Ctrl+Alt+LMB,多选;
- 三视图中 鼠标左键拖框选
- Actor打组Group
- Actor合并merge
相机操作
- 修改默认pawn 速度及加速度:Default Pawn 的movement component组件详细面板Floating Pawn Movement修改即可,
- 关闭默认运行启动鼠标捕获;
运行和模拟、打包
- PIE or SIE
There are two ways to preview your game in Unreal Engine:
Play In Editor (PIE), which you can access from the Play button on the Main Toolbar.
Simulate In Editor (SIE), which you can access from the Play drop-down menu or by using the Alt + S on Windows keyboard shortcut (or Option + S on macOS).
The key difference between playing and simulating in the Editor is that playing will always start the game at the Player Start location and give you control of the player character. Simulating doesn’t move the Camera and doesn’t spawn a player character.
- Packaging
- 设置默认地图
- 手动打包
- 分发
Distribution
签名、加密
优化加载时间
压缩Pak
Pak资源打包顺序优化Build and run the packaged game with the -fileopenlog command-line option, which causes the engine to log the order in which it opens files.
Exercise all major areas of the game. Load every level, every playable character, every weapon, every vehicle, and so on. Once everything has been loaded, quit the game.
There will be a file in your deployed game called GameOpenOrder.log that contains the information needed to optimize your .pak file order. For example, on Windows builds, the file will be found in WindowsNoEditor/(YourGame)/Build/WindowsNoEditor/FileOpenOrder/. Copy this file to your development directory under the /Build/Wi
- 设置默认地图