In this course, author Joel Bradley explains how to create a tool using the Blueprint visual scripting system that randomly scatters user-selected Static Mesh files inside a defined area, such as flowers in a flower bed.
The tool includes the ability to cluster the spawned Static Mesh objects in the center of the selected area, as well as use a scale falloff for more realistic placement. This system can auto-detect and avoid objects inside the area to not spawn objects where they would intersect with other Static Mesh files. The course shows you how to use arrays, Line Trace by Sphere, and the For Loop and Clamp nodes, as well as how to make Vectors and Transforms.
When you’re rapidly iterating on project ideas or prototyping concepts, you might find yourself recreating the same basic project setup or using the same basic assets in your workflow.
In this course, you’ll learn how to use Unreal Engine’s Template and Packs features to reduce repetition and standardize usage of assets. You’ll also learn techniques to organize and manage your assets more efficiently and speed up repetitive tasks using Editor Utility Widgets. These new skills will enable you to get up and running with a new project in a standardized environment, reducing the risk of problems, and keeping your team synchronized from the start.
Pixel Streaming enables you to deliver high-quality Unreal Engine content to any device, anywhere. There’s no need to install or download anything—it’s just like streaming a video from Netflix, except users can also interact with the application using keyboard, mouse, or touch input via basic graphical interfaces.
In this course, we take a look at the Pixel Streaming plugin with a supplied project. We explain the plugin’s systems, how it connects between the HTML client and the Pixel Streaming server, and how to create interactivity between the two.
The project we’ll explore is a composited scene using the Unreal Engine’s Composure tools that showcases film and broadcast use cases of Pixel Streaming.
In this course, Luis Cataldi provides an introduction to Unreal Engine's Animation system. He’ll give a brief overview of the Blueprint Editor, including the Base Animation Blueprint, Input Bindings, and Character Class Blueprints, then move on to various other tools and Blueprints needed to animate a wolf character.
In this course, we’ll look at all aspects of sound and space. Starting with simple audio volumes, we’ll explore how matching your reverb to a game’s space can help make the space feel more realistic and immersive for the player.
We will look at adding layers of detail to your sounds over distance and how to implement occlusions systems for a more realistic feel to your audio. The course will help you understand and choose the most appropriate relationship between the camera and the listener and how you can use listener focus to draw attention to important features in your level. With destructible assets increasingly becoming the norm, the course will also cover how to make your audio dynamically respond to changes in the game environment.
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