- Intermédiaire, intéressant, création d'un level complet avec greyboxing + creation d'assets dans Blender, Gameplay avec quelques blueprints
- It's Time to Customize!
Getting started making game assets
Using the basic tools of polygon modeling
How to use UV mapping and why it's important
UV unwrapping our game asset
Basic texturing techniques - Getting the Assets to the Level
Exporting our object from Blender
What is FBX?
Importing our object into Unreal
Setting up and using our new 3D asset - Taking This Level Up a Notch
Planning a more complex level
Whiteboxing a level for better asset creation
Level design principles
Advanced scripting techniques
Win conditions - Monster Assets – The Level Totally Needs One of These
Designing our asset – inspiration and concept art
Advanced tools. Subdivide, Knife, Bridge Edge Loops, and more
Subdivide tool
Knife tool
Bridge Edge Loops tool
Triangulate modifier tool
Using multiple shapes within Blender - Let's Dress to Impress!
Unwrapping complex objects
Marking seams
Unwrap tool
Stitch
Average Island Scale
Pack Islands
Using Smart UV Project
Custom Marking Seams
Unwrapping Cubes
Unwrapping Cylinders
Using different maps to create a more realistic look - Lights, Camera, Animation!
How does Blender handle animation?
Rigging and using key frames
Using Blender's suite of animation tools - Bang Bang – Let's Make It Explode
Creating a class blueprint to tie it all together
Using sound effects
Using particle effects
- It's Time to Customize!

Vous trouvez ici le détails du contenus des chapitres de livres traitant d'Unreal engine 4.
Le but de ce document est de pouvoir retrouver rapidement un chapitre traitant d'une thème en particulier.
Si un projet est mentionné, il est possible qu'il soit disponible en téléchargement gratuit (avec les sources) dans la partie "Projets" du site.
Cet article est un document de travail mis à jour régulièrement, et j'essaye de le garder le plus efficace, clair et structuré possible.
Si certains éléments sont difficilement compréhensibles ou un peu brouillons ou étranges dans le contexte, vous pouvez les ignorer.
Les commentaires sont volontairement brefs et peuvent paraître parfois un peu durs pour leurs auteurs (et je m'en excuse par avance), ils ne reflètent que mes premières impressions.
Je remercie d'ailleurs toutes les personnes qui m'ont permis d'accéder à leur ressources soit gratuitement (youtube) ou bien temporairement (livres, ebooks, abonnements payants..), ainsi que tous les auteurs pour leur fantastique travail.
- Débutant, intéressant, création d'un level complet avec greyboxing, propose des exercices.
- An Overview of the Level Design Process
The Conceptual Design of Levels
The Suggested Work Flow of Level Design
The Process of Creating a Level in UE4 - Blocking Your First Level
Exploring the Modes Panel Focusing on BSPs
Using BSPs to Build the Foundation
Continuing to Block Out Your Level
Play-Testing the Level
Using Geometry Editing Mode - Finishing the Blocking of Your Level
Extend the Blocking Done in the Previous Chapter
Continuing to Block the Level
Cleaning Up the Level
Importing Assets into Unreal
Creating Your First Blueprint
Exploring the Swapping Process
Creating Your Initial Materials
Adding Your First Point Light - Exploring Blueprints
Creating the Hallway Blueprints
Adding Hallway Blueprints to the Level
Using Layers to Group Objects
Error Checking through Play-Testing
Modifying Your Blueprints and Adding Door frames
Correcting Collisions - Materials
Textures versus Materials
Material Types
Input Types
Adding Textures
Modifying Channels - Lighting Concepts
Common Lighting Techniques
Lightmass Importance Volumes
Reflection Nodes
Togglable Lighting - Blueprint Animation
Creating Automatic Doors
Matinee - Populating Your Level
Importing the Rest of Your Objects
Creating Time-Based Materials
Creating Layered Materials
Adding Actors
Adding Physics to an Actor - Particle Systems
Overview of Cascade
Emitters
Curve Editor - Advanced Blueprint Techniques
Using Blueprints to Create Custom Length Hallways
Changing Colors during Runtime
Interacting with Blueprints - Working with Landscapes
Creating and Working with Landscapes
Importing Landscapes
Building a Landscape
Painting on Landscapes
Adding Water
Adding Foliage
- An Overview of the Level Design Process
- création un FPS uniquement en blueprint, intéressant car il s'agit d'un prototype complet, avec une IA ennemie, des menus, un changement de niveau...
- Object Interaction with Blueprints
Creating a project and the first level
Creating our first Blueprint
Exploring the Event Graph panel
Detecting a hit
Swapping a material
Improving the Blueprint
Adding movement
Changing actor mobility and collision
Breaking down our goal
Storing data with variables
Readying direction for calculations
Getting relative speed using delta time
Translating the existing location
Updating location
Changing direction
Testing moving targets - Enhancing Player Abilities
Adding the running functionality by extending a Blueprint
Breaking down the Blueprint character movement
Customizing control inputs
Adding a sprint ability
Breaking down the Blueprint character movement
Customizing control inputs
Adding a sprint ability
Animating a zoom view
Using a timeline to smooth transitions
Increasing the projectile's speed
Using a timeline to smooth transitions
Increasing the projectile's speed
Adding sound and particle effects
Giving our targets state with branches
Triggering sound effects, explosions, and destruction
Giving our targets state with branches
Triggering sound effects, explosions, and destruction - Creating Screen UI Elements
Creating simple UI meters with UMG
Drawing shapes with widget Blueprints
Customizing the meter's appearance
Creating ammo and enemy counters
Displaying the HUD
Drawing shapes with widget Blueprints
Customizing the meter's appearance
Creating ammo and enemy counters
Displaying the HUD
Connecting UI values to player variables
Creating bindings for health and stamina
Making text bindings
Creating bindings for health and stamina
Making text bindings
Tracking the ammo and eliminated targets
Reducing the ammo counter
Increasing the targets eliminated counter
Reducing the ammo counter
Increasing the targets eliminated counter - Creating Constraints and Gameplay Objectives
Constraining player actions
Draining stamina while sprinting
Using looping timers to repeat actions
Blocking actions with branches
Regenerating stamina
Preventing firing actions when out of ammo
Draining stamina while sprinting
Using looping timers to repeat actions
Blocking actions with branches
Regenerating stamina
Preventing firing actions when out of ammo
Creating collectable objects
Setting up collection logic
Setting up collection logic
Setting a gameplay win condition
Displaying a target goal in the HUD
Creating a win menu screen
Displaying the menu
Triggering a win
Displaying a target goal in the HUD
Creating a win menu screen
Displaying the menu
Triggering a win - Making Moving Enemies with AI
Setting up the enemy actor to navigate
Importing from the marketplace
Expanding the play area
Making the level traversable with a NavMesh
Setting the stage for intelligence with AI assets
Importing from the marketplace
Expanding the play area
Making the level traversable with a NavMesh
Setting the stage for intelligence with AI assets
Creating navigation behavior
Setting up patrol points
Enabling communication between assets
Teaching our AI to walk with the Behavior Tree
Setting up patrol points
Enabling communication between assets
Teaching our AI to walk with the Behavior Tree
Making the AI chase the player
Giving the enemy sight with Pawn Sensing
Adding conditions to the Behavior Tree
Creating chasing behavior
Giving the enemy sight with Pawn Sensing
Adding conditions to the Behavior Tree
Creating chasing behavior - Upgrading the AI Enemies
Creating an enemy attack
Making an attack task
Updating the health meter
Making an attack task
Updating the health meter
Making enemies hear and investigate sounds
Adding hearing to the Behavior Tree
Setting up the investigating tasks
Interpreting and storing the noise event data
Adding noise to the player's actions
Adding hearing to the Behavior Tree
Setting up the investigating tasks
Interpreting and storing the noise event data
Adding noise to the player's actions
Making the enemies destructible
Saving time by reusing existing Blueprint content
Saving time by reusing existing Blueprint content
Spawning more enemies during gameplay
Choosing a spawn point where enemies will appear
Managing spawn rates and limits with variables
Spawning new enemies in the Level Blueprint
Choosing a spawn point where enemies will appear
Managing spawn rates and limits with variables
Spawning new enemies in the Level Blueprint
Creating enemy wandering behavior
Identifying a wander point with a custom task
Adding wandering to the Behavior Tree
Identifying a wander point with a custom task
Adding wandering to the Behavior Tree - Tracking Game States and Applying Finishing Touches
Making danger real with player death
Setting up a lose screen
Creating round-based scaling with saved games
Storing game information using a SaveGame object
Storing and loading the saved data when starting the game
Increasing the enemy target goal
Create a transition screen to be shown between rounds
Transitioning to a new round when the current round is won
Storing game information using a SaveGame object
Storing and loading the saved data when starting the game
Increasing the enemy target goal
Create a transition screen to be shown between rounds
Transitioning to a new round when the current round is won
Pausing the game and resetting the save file
Creating a pause menu
Resuming and resetting the save file
Triggering the pause menu
Creating a pause menu
Resuming and resetting the save file
Triggering the pause menu - Building and Publishing
Optimizing your graphics settings
Setting up our game to be played by others
Packaging the game into a build
Packaging the game into a build
Steps for further learning
Finish and share as many games as you can
Stretch out of your comfort zone
Resources for additional learning and support
Finish and share as many games as you can
Stretch out of your comfort zone
- Object Interaction with Blueprints
- WIP (projet EBO02_RPG), intéressant pour la mise en place d'un framework BASIQUE pour un RPG tour à tour
- Getting Started with RPG Design in Unreal
The design and concept phase
Stats and progression
Classes
Special abilities
RPG design overview
Setting
Exploration
Dialogue
Shopping
Gold
The pause screen
Party members
Equipment
Classes
Soldier
Combat
Combat stats
Combat actions
Attack
Ability
After combat/victory
Loot
Experience
Experience and leveling
Stat increases
Learning abilities
Game over
Victory
Choosing the right formula - Scripting and Data in Unreal
Creating a new C++ class
Blueprints
Creating a new Blueprint
Adding a Blueprint to the scene
Blueprints for Actor classes
Using Data Tables to import spreadsheet data
The spreadsheet format
A sample spreadsheet
The Data Table struct
Importing the spreadsheet
Querying the spreadsheet - Exploration and Combat
Creating the player pawn
The interface
The PlayerController
The Pawn
The GameMode class
Adding the skinned mesh
Creating a Camera Component
Defining characters and enemies
Classes
Characters
Enemies
Party members
The GameInstance class
Turn-based combat
Performing actions
Making decisions
Target selection
Dealing damage
Combat UI with UMG
UI-driven decision making
Creating the game over screen - Pause Menu Framework
UMG pause screen initial setup
UMG background color
UMG text
UMG buttons
The UMG inventory submenu
The UMG equipment submenu
Key binding
Button programming - Bridging Character Statistics
Getting character data
Getting player instances
Displaying stats - NPCs and Dialog
Creating the NPC Character Blueprint
Interacting with the NPC
Dialog box setup
Creating an NPC welcome box
Adding an NPC talk box - Gold, Items, and a Shop
Setting and getting gold instances
Item data
The shop screen framework
The item button framework
Linking the item data - Inventory Population and Item Use
Creating the FieldPlayer Booleans
Determining whether the inventory screen is on or off
Logical difference between the inventory and shop items
Finishing the inventory screen
Buying items
Using items - Equipment
The weapons Data Table
Setting the weapon and equipment screen variables
Creating the weapon button
Revisiting the equipment screen
Setting the equipment screen Text Blocks
Correcting the character stats when equipping - Leveling, Abilities, and Saving Progress
XP and leveling source code
Data Table starting values
Displaying levels and experience in the pause menu
Applying the correct damage in combat
Setting up the abilities array
Abilities logic
Saving and loading game progress
Saving
Loading
- Getting Started with RPG Design in Unreal
- Débutant, extrêmement complet, très intéressant, nombreux exemples en blueprints
- Setting up Unreal Project Templates
- Introduction to Level Design in Unreal Technology
- Unreal Visual Scripting with Blueprints
- Materials in Unreal Engine
4.1 Introduction
4.2 Anatomy of a Material
4.2.1 Materials vs. Textures
4.2.2 Texture Coordinates (UVs)
4.3 Unreal Material Editor
4.4 Physically Based Materials in Unreal Engine 4
4.5 Anatomy of an Unreal Engine 4 Material
4.6 Material Expressions in Unreal 4
4.6.1 Parameter vs. Non-Parameter Expressions
4.6.2 Commonly Used Material Expressions - Advanced Material Concepts in Unreal Engine
5.1 Introduction
5.2 More About Unreal Engine’s Shading Models
5.2.1 Default Lit
5.2.2 Unlit
5.2.3 Subsurface
5.2.4 Preintegrated Skin
5.2.5 Clear Coat
5.2.6 Subsurface Profile
5.3 Material Blend Modes
5.3.1 Opaque Blend Mode
5.3.2 Masked Blend Mode
5.3.3 Translucent Blend Mode
5.3.4 Additive Blend Mode
5.3.5 Modulate Blend Mode
5.4 More Advanced Material Expressions
5.4.1 Parameter Expressions
5.4.2 Particle Expressions
5.5 Blends
5.6 Physically Based Materials in Unreal Engine 4
5.7 Material Functions in Unreal Engine 4
5.8 Material Attributes Expressions
5.9 Layered Materials
5.9.1 Material Layer Blend Types
5.10 Material Instances and Dynamic Material Modifications
5.11 Decals
5.11.1 Decal Blend Mode
5.12 Post-Process Materials
5.13 Refraction and Reflection - Visual Effects and Cascade in Unreal Engine
- Terrains and Landscapes in Unreal Engine
7.1 Introduction to Landscapes
7.3 Landscape Materials
7.4 Editing Landscapes
7.5 Landscape Splines
7.6 Foliage and Foliage Editor
7.7 Water in the Landscape - Advanced Blueprint Concepts
8.1 Introduction
8.2 Communication between Blueprints
8.2.1 Direct Blueprint Communication
8.2.2 Blueprint Casting
8.2.3 Event Dispatchers
8.2.4 Blueprint Interfaces
8.3 Chapter Synopsis
8.4 Creating The HUD
8.5 Saving and Loading Game Data - A Top-Down Game with Blueprints
9.1 Synopsis
9.2 Setting up the Level
9.3 Character, Controller and Game Mode Blueprints
9.4 Character Movement and User Input
9.5 Projectile Class Blueprint and Functionality
9.5.1 Firing Mechanism
9.5.2 Setting up Collisions
9.6 Creating the Enemy Class and Implementing Damage
9.6.1 Enemy Damage Implementation
9.6.2 Implementing the Player Damage
9.7 Implementing Game Over!!!
9.8 AI and Enemy Spawning
9.8.1 Spawning Enemies
9.8.2 Setting up Enemy Artificial Intelligence
9.9 Particle Systems and Visual Effects
9.9.1 Destruction Visual Effects
9.9.2 Hit Visual Effects
- Intermédiaire, intéressant, TODO++ car code en C++ pour un embryon de RPG
- Coding with C++
- Variables and Memory
- If, Else, and Switch
- Looping
- Functions and Macros
- Objects, Classes, and Inheritance
struct objects
Getters and setters
Constructors and destructors
Class inheritance
Multiple inheritance - Dynamic Memory Allocation
Dynamic memory allocation
Regular arrays
C++ style dynamic size arrays (new[] and delete[])
Dynamic C-style arrays - Actors and Pawns
Actors versus pawns
Creating a world to put your actors in
The UE4 editor
Starting from scratch
Adding light sources
Collision volumes
Adding collision detection for the objects editor
Adding an actor to the scene
Creating a player entity
Inheriting from UE4 GameFramework classes
Associating a model with the Avatar class
Loading the mesh
Creating a blueprint from our C++ class
Writing C++ code that controls the game's character
Making the player an instance of the Avatar class
Setting up controller inputs
Yaw and pitch
Creating non-player character entities
Displaying a quote from each NPC dialog box
Displaying messages on the HUD
Using TArray
Triggering an event when it is near an NPC
Make the NPC display something to the HUD when something is nearby - Templates and Commonly Used Containers
Debugging the output in UE4
UE4's TArray
TSet
TMap<T, S>
C++ STL versions of commonly used containers - Inventory System and Pickup Items
Declaring the backpack
Forward declaration
Importing assets
Attaching an action mapping to a key
Base class PickupItem
The root component
Getting the avatar
Getting the player controller
Getting the HUD
Drawing the player inventory
Using HUD::DrawTexture()
Detecting inventory item clicks - Monsters
Landscape
Sculpting the landscape
Monsters
Basic monster intelligence
Moving the monster – steering behavior
The discrete nature of monster motion
Monster SightSphere
Monster attacks on the player
Melee attacks
Defining a melee weapon
Coding for a melee weapon in C++
Downloading a sword
Creating a blueprint for your melee weapon
Sockets
Creating a skeletal mesh socket in the monster's hand
Attaching the sword to the model
Code to equip the player with a sword
Triggering the attack animation
Blueprint basics
Modifying the animation blueprint for Mixamo Adam
Code to swing the sword
Projectile or ranged attacks
Bullet physics
Adding bullets to the monster class
Player knock back - Spell Book
The particle systems
Changing particle properties
Settings for the blizzard spell
Spell class actor
Blueprinting our spells
Picking up spells
Creating blueprints for PickupItems that cast spells
Attaching right mouse click to cast spell
Writing the avatar's CastSpell function
Instantiating the spell – GetWorld()->SpawnActor()
if(spell)
spell->SetCaster(this)
Writing AMyHUD::MouseRightClicked()
Activating right mouse button clicks
Creating other spells
The fire spell
Rien pour le moment
- Débutant, (projet EBO01_Joanna)
Rien pour le moment
Rien pour le moment
Rien pour le moment
- Débutant, bonne présentation
Rien pour le moment
Rien pour le moment
Rien pour le moment
Rien pour le moment
Rien pour le moment
Rien pour le moment
- (projets EBO03_Doran & EBO03_Doran_ch9) - Débutant, très basique mais peut apporter quelques éléments intéressants pour des problématiques de gameplay (voir la table des matières), voir chap 6 - creating a day/night cycle et chap 9 C++
Rien pour le moment
Rien pour le moment
- BOF, reprend 3 livres existants: Learning Unreal Engine Game Development, Unreal Engine Game Development Cookbook, Learning Unreal Engine Android Game Development