Unreal ContentExample笔记
问号图标的作用:点击它,然后在World Outliner中双击选中目标(或在属性中有打开文档按钮),就能打开对应文档。
==Basic==
Math_Hall
==Animation==
Animation Map
1.1 Using Animation Asset
1.2 Animation BluePrint
1.3 Locomotion BlendSpace
1.4 Animoffset
1.5 Animation Montage
1.6 Curve Driven Animation(Morphtarget)
1.7 Curve Driven Animation(Bone Scale)
1.8 IK
反向动力学,由子骨骼的位置,反推出所在的骨骼链上N级父骨骼的位置。例子中演示了脚在踩到不平滑物体时的以及手在运动过程中碰到物体时的表现。
1.9 Root Motion
做在动画中的位移(冲突,跳跃)是没有移动根骨骼的,所以碰撞体之类的东西是不会跟着移动的,因此会产生各种穿插之类的错误,勾上Root Motion就可以使得碰撞体跟随移动。
1.10 Playable Character Animation Blueprint
1.11 Overriding Animations in Derived
1.12 Blueprint-controlled anim trails
1.13 Runtime Retargeting
共用Skeleton asset的模型可以共用Animation,Retargeting系统只对bone的平移部分作重定向,bone的旋转一般是来源于动画数据。
因为使用原始的骨骼模型来定义Skeleton的比例,其它的骨骼模型(高或矮)使用这个Skeleton就需要Retargeting才能正常工作。
三种不同的平移重定位配置:
- Animation-从Animation data那取得平移数据,不会根据比例发生变化
- Skeleton-从目标骨架的绑定姿势那里取得平移数据。
- Animation Scaled- 骨骼平移来自动画数据,但按骨架的比例调整。这是目标骨架(播放动画的骨架)与源骨架(制作动画的骨架)的骨骼长度之比。
1.14 Prop retargeting(Hand IK)
为了保持握枪的左右手之间的比例不变(因为枪是不会根据角色放大缩小的),单独创建了一个骨骼链(Hand IK),它们在重定位后保持原样,这样就能使手在枪上的位置保持一致,不过还需要IK调整一下位置。
1.15 Retargeting + World Interaction
根据模型Sacle调整了下骨骼比例,再进行了IK设置。
MorphTargets Map
1.1 Basic Morph Target
1.2 Morph Target Assets
1.3 Morphing Material Settings
1.4 Vertex Normals
1.5 Morph Targets on Skeletal Mesh
Physical Animation Map
1.1 Physics Animation Blending
1.2 Physics Animation Blending
==Audio==
Audio Map
1.1AmbientSound Actor
1.2AmbientSound Looping
1.3AmbientSound Spatialize
1.4AmbientSound Attenuation
自声音位置处播放的音频,并会基于距离声音的距离而变得更响或更柔和。
1.5Attenuation with Low Pass Filter(LPF)
自声音位置处播放的音频,并且会随着玩家距离声音的距离拉远而更低沉。
1.6 Attenuation Shapes
在指定的形状内(例如球体,胶囊体,盒体或椎体)自声音位置播放的音频,同时声音会随距离衰减。
- 球形。默认体积,可用于大多数情形,比如外部环境音效(开火、鸟叫、溪流等)。
- 胶囊体。这可以用于走廊或其他较窄过道。也可以模拟乘坐火车的情形。
- 盒体。用于一个正常的方形房间内包含的音效。
- 椎体。用于在玩家处投射出音效,当位于声源前方的椎体内时音效最大,当在声源正后方时为静音状态。
1.7 Shared Attenuation Settings
多个声音Actors可共享同一个声音衰减资源。
1.8 AmbientSound Actor using SoundCues
使用SoundCues来处理SoundWave,可以混合不同Wave。
1.9 Audio Volume
在Audio Volume中可以设置对声音产生的效果,如在教堂中的回响。
1.10 Reverb Volume using Ambient Zone
两个AnimbientSound,一个在AudioVolume中,一个在外,当进入AudioVlume里的时候外面声音变小,里边声音变大,反之亦然。(可用于模拟:当晚间从内部环境移动到外部环境时的音频)
==Blueprints & Networking==
Blueprint_Overview Map
1.1 Blueprint - Hello World
1.2 Blueprint - Components
1.3 Blueprint - Variables
1.4 Blueprint - ConstructionScript
1.5 Blueprint - Event Graph
1.6 Blueprint - Simple Math
Blueprints_Advanced Map
展示Blueprint的一些高级用法
1.1 Randomly sctterd meshes
随机产生各种不同属性的物体。
1.2 Automatic wall
根据起点终点,自动连出一片篱笆。
1.3 Automatic ring
1.4 Customizable spotlight
多个组件组成一个聚光灯的Actor,然后在其中中控制所有的聚光灯相关的属性。
2.1 Timeline animation
展示了一个通过Timeline控制运动的小球,可以在特定时间点发消息。
2.2 Actor tracking
2.3 Button trigger using a blueprint interface
2.4 Opening door with trigger
2.5 Child Blueprints
Blueprint_Comunication Map
展示蓝图之间的交互,直接调用方法,事件分发,接口调用等。
例子里的灯泡的钨丝也搞了个Unreal标志的U。。
1.1 Basic communication with a target Blueprint
1.2 Blueprint communication via actor casting
1.3 Blueprint communication via actor casting to child Blueprints
1.4 Communicating with all actors of a specific class
2.1 Using an Event Dispatcher function to call an event in the Level Blueprint
在Level Blueprint中事件接收自动Bind,不需要调用Bind函数提前Bind。
2.2 Binding an Event Dispatcher function to a custom event
2.3 Binding an Event Dispatcher to a custom event on spawn
3.1 Basic communication using a Blueprint Interface function
3.2 Communication using a Blueprint Interface function
3.3 Communication using a Blueprint Interface function
Blueprint_Input_Examples Map
1.1 2D input example with character component
1.2 2D input example with shooting
1.3 Physics-driven movement example
Blueprint_Mouse_Interaction Map
核心是开启PlayerController中的mouse click选项。。。
Blueprint_Splines Map
1.1 Blueprint spline component(Select in viewport)
可以在viewport方便的编辑spline
1.2 Placing components along splines
1.3 Spline mesh components
可以使一个静态模型沿着曲线弯曲延伸。
2.1 Using a spline as a path
使用spline做为物体的运动轨迹,如可以用粒子写字。
2.2 Changing splines while simulating
使用Timeline结点,动态更改spline控制点位置,使它摇摆起来,挂在上面的灯笼根据spline的位置来更新自己的位置,实现了灯笼跟着spline摇摆的效果。
2.3 Animationg a spline mesh
使用Timeline结点,动态更改spline mesh的参数,实现了蔓藤的生长模拟。
2.4 Spline mesh for pawn animation
用spline mesh 模拟一条鱼的运动。
Network_Features Map
1.1 Actor Replication
1.2 Detecting Network Authority and Remote Clients in Blueprints
1.3 Variable Replication
1.4 Variable Replication(RepNotify)
1.5 Function Replication(Remote Procedure Call)
下面的例子展示如何在需要的时候同步跟自己有关的消息。例如有远处看不到的地方有一个宝箱已经被人打开了,但是当你靠近同步宝箱状态。
2.1 Network Relevancy(Part 1) Not Replicated At All
2.2 Network Relevancy(Part 2) Function Replication Solution Attempt
2.3 Network Relevancy(Part 3) Variable Replication Solution Attempt
2.4 Network Relevancy(Part 4) Combination Solution
==Physics==
Physics Map
1.1 Object Simulating Physics
1.2 SkeletalMesh RigidBody Simulating Physics
1.3 Radial Force / Impulse
1.4 Thruster
1.5 PhysicasConstrainsts
1.6 PhysicsConstraints Angular Motors
1.7 PhysicsConstraints Linear Motors
1.8 PhysicsConstrainsts Breakable
Cloth Map
主要是Nvida的Apex Cloth的展示
1.1 Apex Cloth and WindDirectionalSource
1.2 Apex Cloth Properties
1.3 Apex Cloth Collision
1.4 BackStop
1.5 Latch to Nearest
1.6 Self Collision
1.7 Playable Character with Cloth
Destructibles Map
主要显示的是Nvidia的破碎效果。
Troubleshooting Guide
1.1 Voronoi
1.2 Custom Destruction imported as FBX file
1.3 Support
设置Support Depth 为1
1.4 Destruction Depth
1.5 WorldSupport
1.6 Destruction Particle Effects
1.7 Destruction Sounds
1.8 Damage on Impact
==Landscapes==
Landscapes Map
1.1 Landscape
1.2 Spline Tools
1.3 Foliage Tool
==Levels==
Level_Scripting Map
场景Blueprint的一些使用实例
1.1 Trigger box used to open a door
1.2 Event dispatcher used to open a door
1.3 Spawned actors with event dispatchers
1.4 Matinee cinematic used to animate actors
Level_Streaming Map
1.1 Persistent Level and Always Loaded Levels
2.1 LevelStreamingVolume
2.2 LevelStreamingVolume
2.3 Streaming Usage Visibility and Block
2.4 End Streaming using Volumes
3.1 Load Levels Blueprints
3.2 Load Levels using Blueprints (continued)
3.3 Unload Level using Blueprints
4.1 Combining Methods
4.2 Combining Methods (continued)
Leveldesign_Workflow Map
1.1 Prototype Pass
1.2 Meshing Pass
1.3 Lighting Pass
1.4 Polish Pass
==Rendering==
Particles_Intro
1.A Standard Sprite Emitter
1.B GPU Sprite Emitter
1.C Mesh Emitter
1.D Beam Emitter
1.E Ribbon Emitter
1.F AnimTrail Emitter
Effects Map
1.1 CPU and GPU particles
1.2 GPU particles with Velocity Cone module
1.3 GPU particles with Emitter Initial Location
1.4 GPU particles with Point Gravity
1.5 GPU particles with collision
1.6 Blueprint with random burst of particles, light and sound
1.7 Particle emission from bone
1.8 Particle Shadow Casting
FBX_Import_Options
1.1 Static Mesh
1.2 Import Mesh LODs
1.3 Import Normals
1.4 Skeletal Mesh
1.5 Animation
1.6 Drag and drop animation
1.7 Morph Target
Geometry Editing Map
1.1 Additive and Subtractive Geometry
1.2 Order
1.3 Solidity
1.4 Surface Properties Texture Alignment
1.5 Edit Geometry
1.6 Example House made with Geometry Brushes
Lighting Map
1.1 Point Light
1.2 Spot Light
1.3 Directional Light
2.1 Static Light
可以通过 Indirect Lighting Cache Sample Grid 来影响动态物体。
2.2 Stationary Light
固定光源,位置固定不变,可以在运行时改变亮度和颜色等属性,运行时对亮度修改仅会影响直接光照,因为间接光照是通过Lightmass预计算的,所以不会改变。
2.3 Movable Light
3.1 IES Light profiles
照明工程学会(IES)参数是光源行业对光源的亮度和衰减用图形进行表示的标准方式,因为其中包含了特定的真实世界照明设备。
3.2 Light Functions
4.1 Falloff Exponent
指数衰减经常可被用来模拟贴近现实的效果,但最佳使用场所是个性化视觉效果。
4.2 Inverse Square Falloff
平方反比衰减。
4.3 Indirect Lighting
主要依靠的是 Indirect Lighting Cache Sample Grid,它会被烘焙到场景中,并由渲染引擎来使用以决定静态光照在动态对象上会有何种效果。使用命令:r.Cache.DrawLightingSamples 1 可以可视化采样网格。
5.1 Source Radius (Static Lights)
- 大的光源会产生柔和阴影。小的光源则会产生锐化阴影。
- 远距离会产生柔和阴影。近距离则会产生锐化阴影。
5.2 Lightsource Radius(effect on reflections)
5.3 Lightsource Length(effect on reflections)
5.4 Min Roughness
可用来对您感觉过于锐利的高光进行模糊处理。一般来说,相比对光源设置最小粗糙度来说,设置材质本身的粗糙度值或贴图是更好的方法,但对于偶尔出现的高光过于尖锐的杂散光来说,设置最小粗糙度就很有用了。
6.1 Shadow Bias
自投阴影的准确度设置
6.2 Shadow Filter Sharpen(Movable Lights)
Dynamic Scene Shadows Map
1.1 Cascading Shadow Maps
Materials
Material_Nodes Map
1.1 BaseColor
1.2 Metallic
1.3 Specular
1.4 Roughness
1.5 Emissive
1.6 Opacity
1.7 Opacity SubSurface Material
1.8 OpacityMask
1.9 Normal
1.10 WorldPositionOffset
1.11 WorldDisplacement
1.12 TessellationMultiplier
1.13 SubSurfaceColor
1.14 Refraction
Material_Advanced Map
1.1 Example for flexible Master Material
1.2 Material Functions
1.3 Material Layers Using Material Functions
1.4 Vertex Animation
Material_Instances Map
1.1 Material
1.2 Instance
1.3 Instance of an Instance
1.4 Groups
Material_Propertices Map
1.1 BlendMode
模式 | 说明 |
---|---|
BLEND_Opaque | 最终颜色 = 来源颜色。这意味着材质将绘制在背景前面。这种混合模式与照明兼容。 |
BLEND_Masked | 如果“不透明蒙版”(OpacityMask)>“不透明蒙版剪辑值”(OpacityMaskClipValue),则最终颜色为来源颜色,否则废弃像素。这种混合模式与照明兼容。 |
BLEND_Translucent | 最终颜色 = 来源颜色 不透明度 + 目标颜色 (1 - 不透明度)。这种混合模式与动态照明不兼容。 |
BLEND_Additive | 最终颜色 = 来源颜色 + 目标颜色。这种混合模式与动态照明不兼容。 |
BLEND_Modulate | 最终颜色 = 来源颜色 x 目标颜色。除非是贴花材质,否则这种混合模式与动态照明或雾不兼容。 |
1.2 LightingModel
1.3 Translucent Lighting Mode
半透明光照模式 | 描述 |
---|---|
Volumetric Non Directional (体积非定向) | 这个网格物体按其被用来创建诸如烟雾的体积效果来进行光照处理。仅显示散射光照并且不使用法线。 这是光照半透明使用系统性能最少的形式。 |
Volumetric Directional (体积定向) | 这个网格物体按其被用来创建诸如烟雾的体积效果来进行光照处理,但具有会影响光照的法线。仅显示散射光照。 |
Surface (表面) | 该模式下带光照并接受反射,但反射受限并且看起来不如 Opaque (不透明)材质。它会直接选取最近的 Reflection Capture(反射捕获)Actor 并将其应用到整个目标。 |
1.4 Two Sided
1.5 Material Domain
1.6 Seperate Translucency
单独描画半透明对象。Separate Translucency (单独半透明)着色器将不受 Depth of Field (景深)的影响。
1.7 Volumetric Directional Lighting Intensity
1.8 Tesselation
1.9 Opacity Mask Clip Value
1.10 Cast Translucent Shadow as Masked
1.11 Refraction Depth Bias
Decals Map
1.1 Basic Decal
1.2 Decal Blend Modes
1.3 Masked Decal
1.4 Projection on multiple meshes
1.5 Recieves Decals off
1.6 Sort Order
1.7 Animated Decal Material
Character_Rendering Map
1.1 Example Eye Material
眼球的材质,有点吓人。。
1.2 Example Hair Material
毛发材质
PostProcessing Map
1.1 PostProcessing - Default Setting
1.2 PostProcessing - Film
1.3 PostProcessing - SceneColor
1.4 PostProcessing - Bloom
1.5 PostProcessing - Ambient Cubemap
1.6 PostProcessing - Eye Adaptation
1.7 PostProcessing - Lens Flares
1.8 PostProcessing - Ambient Occlusion
1.9 PostProcessing - Screenspace Reflection
1.10 PostProcessing - Global Illumination
1.11 PostProcessing - Depth of Field
1.12 PostProcessing - Motion Blur
1.13 PostProcessing - Screen Percentage
1.14 PostProcessing - AA Method
1.15 PostProcessing - Blendables
1.16 PostProcessing - Priorities
1.17 PostProcessing - Blend Radius and Weight
1.18 PostProcessing - Unbound
Reflections Map
1.1 Reflections Metallic Materials
1.2 Reflections Non-Metallic Materials
1.3 Box Reflection Capture Actor(Static)
1.4 Sphere Reflection Capture Actor(Static)
1.5 Screenspace Reflectionis (Dynamic)
1.6 Scene Capture Cube(Dynamic)
1.7 Scene Capture 2D(Dynamic)
SkinRendering Map
1.1 Example Skin and Subsurface Materials
1.2 Subsurface Profiles React under different light conditions
==Matinee & Cinematics==
Matinee Map
1.1 Matinee Actor
1.2 Tracks and Keys
1.3 Track Types
1.4 Key Types
2.1 Lighting Group
2.2 Particle Group
2.3 Skeletal Group
2.4 Camera Group
2.5 Director Group
3.1 Matinee Blueprint functions
3.2 Matinee Events/Event Tracks
3.3 Modifying matinee Properties
4.1 Curve Editor
4.2 Split Translation and Rotation
==Static Meshes & Volumes==
StaticMeshes Map
1.1 Staticmesh
1.2 Mobility
1.3 UV Mapping
1.4 Lightmap UVs
1.5 Generate Unique UVs
1.6 Material Elements
1.7 Collision
1.8 Sockets
1.9 VertexColors
1.10 MeshPaint Tool(Verteices)
1.11 MeshPaint Tool(Texture)
1.12 LOD(Level of Detail)
Volumes Map
1.1 Placement
1.2 Blocking Volume
1.3 Cull Distance Volume
1.4 Lightmass Importance Volume
1.5 Lightmass Character Indirect Detail Volume
1.6 Precomputed Visibility Volume
1.7 Precomputed Visibility Override Volume
1.8 Physics Volume
1.9 Pain Causing Volume
==UI==
UMG Map
1.1 Sliders
1.2 Buttons
1.3 Input
1.4 Nested Widgets
2.1 Progress Bars
2.2 Progress Bars following external variable
2.3 3D Widgets
2.4 Widget animation
3.1 Images
3.2 Widget Slots
3.3 Loading icons
3.4 Alignment options
Blueprint_HUD Map
1.1 HUD example. Play in viewport to view
==Paper 2D==
Paper2D Map
1.1 Sprites
1.2 Sprite Editor
1.3 Flipbooks Animated Sprites
1.4 Flipbook Blueprint control
1.5 Physics (3D physics limited to a plane)
1.6 Classic Pixel Sprites
==MISC==
NavMesh Map
1.1 Simple navigation around obstacles
1.2 Navigation using a Nav Link Proxy
1.3 Navmesh rebuild after moving actors
PivotPainter Map
需要通过Pivot Painter Tool的支持。它是将模型支点和旋转信息存储在模型顶点数据中的MaxScript(Max脚本)。 这些信息可以随后在虚幻引擎4的着色系统中引用,从而创建互动效果。