Week 1: Obstacle Course

Actor: is a fundamental building block of a game or interactive experience. It represents any object that can be placed into a level or scene, such as characters, props, lights, cameras, triggers, and more.

Static Mesh: is a type of asset used to represent 3D geometry within a game or interactive experience.

Component: refers to a modular piece of functionality that can be added to an actor to give it specific behaviors or attributes.

 

commands –

Spacebar Play or Pause Playback for the selected sequence.
Down Arrow Plays the selected sequence.
Up Arrow Returns to the start of the of the assigned Playback Range.
Left Arrow Step backwards in the current sequence.
Right Arrow Step forwards in the current sequence.
[ Sets the start of Playback Range to the current time.
] Sets the end of Playback Range to the current time.
Right-click Drag Allows you to move around the Tracks Area.
Ctrl + Mouse Wheel In/Out Zoom in/out in the Tracks Area.
Home Resets the zoom/view range of the Tracks Area.
 and = Zoom into and out of the view range by 10%.
, and . Moves backwards and forwards between placed keyframes.
Left-click Drag Creates a selection box around keys in the window.
Left-click on a key Selects the key.
Right-click on a key Displays the Context Menu where you can define properties for the key.
Middle Mouse Creates a key at the mouse position.
Enter Set a key on the selected tracks at the current time.
Ctrl + G Go to a set time/frame in the sequence.
I Sets the start of Selection Range.
O Sets the end of Selection Range.
M Adds/Removes a Frame Marker at the current mouse location.
Ctrl + Shift + , (comma key) Jumps the timeline to the previous marker.
Ctrl + Shift + . (period key) Jumps the timeline to the next marker.
Ctrl + Left Arrow Move selected keys and sections 1 frame to the left.
Ctrl + Right Arrow Move selected keys and sections 1 frame to the right.

Week 2 : Texturing using Nodes 

 

 

Week 3 – Landscape

access Landscape and other tools

After selecting the landscape option then click create.

next enable the use of non-destructive landscape layers and splines

assign a material to the landscape

to start adding the mountains go to the sculpt tool and make sure height map is on

example:

painting: when starting to paint you’ll need to scroll down to layers underneath material expression landscape layer blend then press the plus sign

this will be located in the material editor what will then allow you to paint the texture.

once you add the layers for the rock and glass

make sure you rename them!

and set the preview weight to 1

doing all this will result with a node called layer blend for you to plug the textures into.

select weight blended layer (normal)

after applying weight blended layer normal you’ll be able to paint over the geometry you’ve crafted with the sculpt tool (Landscape)

 

Foliage tool what allows you to add assets like trees, grass, and rocks

going to the select mode then clicking foliage, should be on the top left.

Week 4: Lighting 

Directional light :

The Directional Light simulates light that is being emitted from a source that is infinitely far away. This means that all shadows cast by this light will be parallel, making this the ideal choice for simulating sunlight. The Directional Light when placed can be set to one of three Mobility settings:

  • Static – (pictured left) which means that the light cannot be changed in game. This is the fastest method for rendering and allows for baked lighting.
  • Stationary – (also pictured left) which means the light will only have its shadowing and bounced lighting from static geometry baked by Lightmass, all other lighting will be dynamic. This setting also allows for the light to change color and intensity in game, but, it does not move and allows partial baked lighting.
  • Moveable – (pictured left) which means the light is totally dynamic and allows for dynamic shadowing. This is the slowest in terms of rendering but allows for the most flexibility during gameplay.

 

sky light:

The Sky Light will only capture the scene under certain circumstances:

  • For Static Sky Lights, updates automatically happen when building lighting.
  • For Stationary or Movable Sky Lights, updates happen once on load and only updates further when Recapture is called unless the Real Time Capture feature is enabled. Both are accessible via the Details panel, and Recapture can also be called via Blueprint in-game.

 

spot light:Spot Light emits light from a single point in a cone shape. Users are given two cones to shape the light – the Inner Cone Angle and Outer Cone Angle. Within the Inner Cone Angle, the light achieves full brightness. As you go from the extent of the inner radius to the extents of the Outer Cone Angle, a falloff takes place, creating a penumbra, or softening around the Spot Light’s disc of illumination. The Radius of the light defines the length of the cones. More simply, this will work like a flash light or stage can light.

 

point light :

Point Lights work much like a real world light bulb, emitting light in all directions from the light bulb’s tungsten filament. However, for the sake of performance, Point Lights are simplified down emitting light equally in all directions from just a single point in space. The Point Light when placed can be set to one of three Mobility settings:

  • Static – (pictured left) which means that the light cannot be changed in game. This is the fastest method for rendering and allows for baked lighting.
  • Stationary – (also pictured left) which means the light will only have its shadowing and bounced lighting from static geometry baked by Lightmass, all other lighting will be dynamic. This setting also allows for the light to change color and intensity in game, but, it does not move and allows partial baked lighting.
  • Moveable – (pictured left) which means the light is totally dynamic and allows for dynamic shadowing. This is the slowest in terms of rendering but allows for the most flexibility during gameplay.

 

 

rect light : The Rect Light emits light into the scene from a rectangular plane with a defined width and height. You can use them to simulate any kind of light sources that have rectangular areas, such as televisions or monitor screens, overhead lighting fixtures, or wall sconces.

lighting test :

 

testing lights on materialled object: 

 

 Week 6 Blueprints: 

learning how to place stuff before spawn and giving titles along with activating light when walking over it using the blueprints in unreal engine

learning basics like boolean the message time durations along with using branches what are going to be really important later on

 

 

 

 

keep lights on after going over it blueprint

lights turn off after moving over the trigger

Week 7 Water material :

   result of the water texture

Emitter Week 8 :

Week 9: Advanced Blueprints 

third person > Blueprint>  BP called Bp_ThirdPerson

select character blueprint> press add> New Blueprint Script Component. Choose Actor Component

Create 3 Variables:
MaximumHealth – integer set the Maximum Health” to 100
CurrentHealth – integer
IsDead – Boolean

to make sure it doesn’t add health above the original health this is the blue print  you need to apply

for this blueprint you should use less equal to for the death of the character

 

 

 

Week 10 Animation:

first we went to a website called mixamo to select our animation such as walking, running, jumping, idling, and falling

Mixamo

next we imported the character we selected into unreal engine

click import all and as everything was in one folder it should now paste all movements into the folder

next you will go to your third person character and replace it by going to the Anim Class

next create an animation blueprint

creating a Boolean and Float for the jumping, falling for the characters movement

as for the  idle walking and running I applied that using the velocity for the to transition in-between each other so you move onto adding a blend space

once thats done you can move onto the character and go to the AnimGraph and create a state machine and attach it to the output pose

 

next click into the new state machine

and make the arrows go into a functionally way so walk and run into jump then fall back into walking and running

after you create that so that is transitions you will need to double click the falling into walking and create a ‘NOT’

go into the third person animations and set jumps

video for the animation

Some screenshots of my final work

final video