Tag: Unreal Engine
Introduction to Unreal Engine Editor's UI with the basic features covered. Viewport, Content Browser, Outliner, Details panel and more.
Intro to Blueprints
Intro to working with Unreal Engines's Blueprint visual scripting system and Blueprint editor.
Engine 5 Preview
News in UE 5.1
Let's create a simple UE5 project. We will look at the structure and form of the data (text vs. binary).
Initializing git repository, initial commit. Learning about LFS (Large Files Support), and the settings stored in .gitattributes and .gitignore -...
Introducing other git clients with GUI and git bash. Basic git commands (git status, add, commit). Git current main branch...
Local git storage I
A sample where all the information about the local repository (the .git directory) is stored. A note about the usefulness...
Local git storage II
Working with project branches demonstrated on a scene with two cubes. Creating a new branch from the master (cubes), switching...
Overview of available tools for 3D reconstruction. Paid and free options. Reality Capture, Meshroom, Colmap, OpenDroneMap, 3DF Zephyr.
Sample input data - more than 300 photos of the attic, photos are not optimally photographed. Loading into RealityCapture, and...
The coloration of a dense point cloud. Setting the reconstruction region and trimming the model. Creating a model of the...
Export point clouds (points and colors) to .las format. Sample of exported model in another software (Cloud Compare), proof that...
Create a standard VR template or use an older project with a VR setup. Create a new scene, enable the...
Eye-Dome lighting conveys better visualization of point clouds by emphasizing edges created by discontinuities in depth. We set the PostProcessVolume,...
The current point cloud orientation is inappropriate for further editing. For this reason, we will fix the point cloud alignment...
Note about Nanite
Interface declaration, interface application on a cube object, implementation of first-hit function, testing by O-key-press.
Cube extension - set material collor for different interface functions: TraceHitObject, TraceLeaveObject, TraceActiveDown, TraceActiveUp.
Setting up Interaction component (fce. LineTrace, InteractWithHit), implementation of LineTrace function.
Implementation of InteractWithHit: storing local variables, introducing collapsed nodes, old/new actor trace hit decision. Pawn extension with TraceInteractionComponent and simple...
Implementation of InteractWithHit: If new object in hit, stop Trace old object, start Trace new object. Debugging LineTrace by turning...
Implementation of InteractWithHit: Call TraceMove if is the same object and check if the component has changed.
Change state of InteractiveObject (Cube) when pressing mouse button: Added Events in TraceInteractionComponent, reaction on mouse click in Pawn and...
TraceMove implementation (arrow orientation). Implementation of Sphere based on Cube.
We'll connect the Oculus Quest VR glasses, using the Quest app and for developers (Meta Developer Hub). We will make...
Basic connection to a VR headset and reading data from the device. We will create our own Pawn and prepare...
Implementation of VRpawn rotation by a fixed number of degrees. We read the change of the analog stick on the...
Teleportation is an extension of our previous experiments in the chapter on Interaction Interface. Therefore, here we will only study...
Transfer of Teleportation functionality from VR template Pawn to our VRPawn. Sample copy of necessary variables and functions. Debugging of...
Analysis of functions providing object grasping and activation (grap and trigger) in a basic VR template.
Demonstration of the use of teleportation in a new scene. Starting with an empty scene, add NavMeshBoundsVolume, sample modifications (NavModifierVolume)...
Other NavMesh visualization options. Modification of the generated navigation network to reach/restrict to the desired areas. NavMesh quality discussion.
Change the NavMesh generation from static to dynamic (dynamic with modifiers and dynamic), creating objects that dynamically affect the generated...
Blocking the maze area for navigation. If the user comes behind the direction of the maze entrance, the teleportation option...
Switch to interaction branch and checkout start tag: git checkout tags/step_interaction_start -b upTo_vid06 Adding the ability to grab objects. Demonstration...
Creating an Actor (bp_tool) to demonstrate the trigger function. The tool needs to be held in hand and shows the...
Extending the previous example by reading a smooth trigger change. Fix VRtemplate to read TriggerAxis on the right controller.
Haptic feedback when the trigger is pressed on the corresponding controller.
Using the menu from VRtemplate and extending it with a new item. Demonstration of displaying the rendering speed in FPS.
Extension of input settings for triggering an event after pressing other buttons on the controller (ABXY). Extension of VRInteractionBPI with...
Virtual button I
Virtual button - part 1 - change material
Virtual button II
Virtual button - part 2 - physical behaviour
Virtual button III
Virtual button - part 3 - set state and turn on light
Virtual slider - grap move limit
virtual slider - estimate value <0;1>
virtual slider - control two lights - events and level blueprint
virtual slider - other event and dispatcher possibilities
virtual lever - bp_preparation
virtual lever - lever drive motion control