Join Craig Barr for an in-depth discussion in this video Adjusting first-person project settings, part of Unreal: Architectural & Industrial Visualization.
- Unreal Engine Four contains several handy project templates to get you started with your projects, so when it comes to visualizations, these templates are excellent for getting going really quickly with a first person interaction. So we have created a basic first person project using the templates available, and now we need to customize this template. So there are a couple elements in here, obviously, that we don't want to have within our environment, namely the character, the weapon, and the basic setup of the environment in here.
So we're not going to look at how we can edit the blueprint for this first person setup and how we can use this as the basis for our overall visualization project. So let's take a look at how we can edit that blueprint. The first thing that we want to do is, let's just edit out of our playable environment in here and that's just hitting escape at anytime to get out of the play mode in the viewport. And what we're going to do is come over here to our world outliner, and you can see that we have a bunch of geometry in here.
Let's first scroll down and find our first person character. Now this is a blueprint, so if you're not familiar with what a blueprint is in Unreal Engine, it's like visual scripting, so it's essentially a series of nodes connected together to provide a means of having a procedural setup for things without having to dive too deep into coding or programming. We're going to have a look at this first-person character blueprint, and how we can move some basic functionality here to remove aspects that we don't want in our visualizations.
So we'll click that, we'll hit Edit Blueprint, I'm going to go to Open Blueprint Editor, and it's going to bring us into another module. You can see this is separate from the rest of the UI, let's maximize that again. And in here, we have a couple of things. We have this spawn projectile, we also have jump. Now I don't want to be able to shoot within the game, or walk around with hands or a weapon of that nature, and I certainly don't want to be able to jump. So I'm going to select all of these here, jump and spawn projectile.
You see that everything, including the contents, is highlighted in yellow, and I'll hit delete. And that'll delete everything out of the way for us. Now I should point out, for if whatever reason you get lost in the event graph or you even lose that tab, at any time within this window you can come to the My Blueprint tab on the left and click Event Graph that's underneath that graph tab up there, and sometimes this might be hidden underneath graphs, and this would bring you back to a centered view on your event graph, and I'm just simply using the scroll wheel and right click to move around in there.
Good, so now that we've removed the ability to jump and the ability to fire a projectile, we've removed that, let's go up and hit Compile and that says good to go, we're fine, and I'm going to hit the red X just to get right out of that browser there, and now we have just the weapons and the hands to take care of in here. Now, to edit that, we want to actually go underneath our content browser here, underneath First Person. So let's open up that tab, let's open up Character, and then click on Mesh.
In here you can see the arms. Now if I right-click on that, we want to find Delete. You can also use the Delete hot key as well, if you'd like. We'll click Delete, and I want to hit Force Delete. This is basically something confirming, do you want to delete these assets from your project. It's important to note that, cause it's not being deleted from the scene, it's being deleted from the project. So I'm going to hit force delete, to remove that now from our scene as well as the project. We're going to close up that folder, we're going to go down to FP weapon, we're going to click on the mesh and we're going to get rid of these.
I say these because they're actually two different weapon varieties available within this template scene, so I'll hit okay on that, and once again I'm going to go, delete, force delete, and the weapon is now gone. Now we do still have a couple of other things that we need to take a look at within the directory in here. So if we go underneath our first person blueprint, into Blueprints, so that's again under First Person BP, Blueprints, we have a couple of things happening in here. We have a first-person projectile, we want to get rid of that, so I'm going to hit delete on that, force delete, and we have a first-person heads-up display, if we double click that, just to explain what's happening in there really quickly, this is what's driving that crosshair within the view.
We don't want that within our visualization, we want just an open, blank canvas where we can travel and tour around and see our environment. So I'm going to get rid of this, we're just getting to that browser, and we'll just delete the entire first-person heads-up display. So again, right-click or hit the delete hot key, we'll force delete that and that's now gone and out of the way. Let's test this before we get rid of the environment, and make sure it's giving us what we need for our visualization. Once again clicking play, just clicking in the viewport to activate it, and using the W hot keys, S for backwards, A, D, and wherever I point the mouse.
And spacebar is not going to allow me to jump anymore, and that's great. That's what we want for our visualization. Now we have a bunch of other assets in this scene that we want to get rid of, but as far as the moving around goes, this is fine for what we need. So I'm going to hit escape to get out of that, and I'm going to come back up to the top. And I'm actually going to select arena geometry, right at the top, and I'm going to select everything, all the way down to the bottom of these cubes, this editor cube 21, and I'm holding shift and I'm clicking on the bottom so that I've selected all of those, and now a note before I do this, floor is contained in there.
So this means once I delete the floor, and if you hit play, there's nothing for the character to collide with, because there are no collisions you're going to fall in space. You can't really play this level, and that's fine, because as we add our assets for our visualization, we'll have that floor with the collision ability and everything will be fine. So just to reassure you there that once we delete this, we are okay. With everything highlighted, I'll hit the delete hot key, and we'll remove all of that. A couple things in this scene that I want to get rid of as well, we don't need that first person template label, you can either click it on in the viewport or click on it in the outliner, and I'll just hit delete, and we don't need light mass importance volume, get rid of that, and post process volume.
Those are two things we'll be building on our own later on. There is the basic setup using the first-person template in Unreal Engine Four for our visualization project.
- Defining project goals
- Creating an Unreal Engine 4 (UE4) project
- Adjusting first-person project settings
- Creating effective assets
- Exporting assets for UE4
- Importing assets into UE4
- Placing assets in a scene
- Adding and editing collisions
- Working with textures
- Creating a basic material
- Adding a post-process volume