Exploring UE4, I will be asking questions here if I run into any problems while learning it.I need to familarise myself with everything (hopefully) within the next three days.
So far everything is going well.Does anyone know how to change the game mode to first person camera walking when u select play from here?Right now the playthrough is in fly mode.I checked world properties,couldn't find it.
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There's some questions i would like to ask but im too shy
peanut, pls feel free to ask any questions here if u want.We are all here to learn.
Also,I understand ue4 scale is I unit to 1cm,I work in mm.So setting my system unit setup in 3dsmax to 1 unit= 10 mm is correct?
Also yes mm is fine but you can change UE4 units as well, UE sets whatever number specified to 1 meter and by default it's 100. So 1 meter = 100 units, those 100 units are basically centimeters now. So yes in Max if you set up your scene in mm you should be fine. You can test it out by making a box as large as you want it to be, e.g. 6 foot (or around 180cm) then import it into the engine and test it out in a FPS template. It should be roughly the same height as the character.
Does anyone know how u can scale a camera in 3dsmax? Lets say u are using a 50mm lens camera.Is there a way to scale the camera to make in smaller for ur scene still keeping the lens?
I'm not sure what you mean. Do you mean the draw size of the camera widget in the viewport? Or do you mean the scene as it appears through the camera?
If it's the latter there's no other way to control it besides lens fov mm (or render settings but they're directly proportional to the lens anyway).
It won't affect the scale of the scene if that's what you mean.
For UE4, Is it better to use the bsp brush or static mesh for walls?I am designing a building.I am wondering which will give better results in terms of performance and realism.Or it doesn't matter?
Guys,does anyone know how to fix the light leaks on the right side of the image.The floor and the roof are static meshes while the walls are bsp brushes.I tried increasing the lightmass resolution of both but the light leaks are still there.
EDIT:
Just tried using only static meshes.No light leaks.Does this mean bsp brushes aren't the best to use for ue4?
in fact reading through this i make it sound as though there is no best way... which is probably true
@DireWolf There is no udk version for ue4.UDK is the older version. UE4 comes with a subscription.
@Limewax Just figured that one out after browsing endlessly through the ue official forums.I have already started using static meshes though so I will have to continue with that. I might use bsp for any other assets I want to build.Just wonder why everyone is saying its really bad and can slow down performance and fps.
Does anyone know how to increase or reduce the intensity of normal mapsusing the material editor in UE4 without using photoshop.
As far as tuning the normal map... The easiest way to do this is to go back to your source file for normal map generation (ie: if you're using crazybump, turn down the intensity). Inside of UDK/UE4, Normalmap depth can also be decreased by simply leaving the B at 1.0 and lowering the R and G below 1.0. For example an R and G of 0.5 will reduce the Normalmap depth considerably.
(citation: http://udn.epicgames.com/Three/MaterialBasics.html#Enhanced%20Normal%20Map )
Just tried what u said about normal maps,it worked.Thanks.
Does use of material instances help reduce lightmass calculations?
Also,I have been reading about POR shader.I am not a shader programmer so I don't know how to go about it. I understand it's superior to using the bump offset but not as good as tessellation.Does UE4 come with a POR shader?
Any help will be deeply appreciated.
Whats a POR shader? could u post some links, my google search turned up empty