Join Craig Barr for an in-depth discussion in this video Play-test your game, part of Unreal Essential Training (2016).
- The packaging process in Unreal Engine 4 is actually quite straightforward. before we jump into the specific settings for packaging and distributing the game, we want to make sure that we have all the settings that we want for our game to be ready to go for packaging. A couple things you're going to want to look at here are overall how the game play tests, and this is where you can cruise around in the scene simply using some of the basic controls. Like, for example just using the left mouse button to cruise around within the environment and to be able to use the right mouse button to look up and down and see the overall scene as it's going to appear in your game.
Of course, I'm viewing this with all of the different icons, but it's certainly going to give me a feel for the overall lighting and quality of the textures and meshes that I'm working with within my project. Now, if i want to preview the lighting or build the lighting to be what I want it to be for the game, this is where we are going to want to use the Build tab, and this builds out everything related to your level. So, if we wanted to build only the lighting, we can certainly click Build Lighting Only. The lighting quality that I have set for this purpose here of creating this video is just set to medium because it can actually take a bit of time to build out full production quality lighting.
So, you can certainly crank up your quality level all the way up to production for your test here, but for what I'm doing here we'll leave it at medium, and then what we would do, when we're ready to do this we could simply hit Build Lighting Only, and this will build out all the lighting for our scene so that we can see the overall quality of that. Let's actually put this up to a high quality lighting for this, and then just before I hit Build Lighting Only, I am going to probably pause this a bit and then come back so that, just in the interest of time so it doesn't take up too much time away from the video.
Before I do that, we may want to look at other considerations. This is where, if we have complex geometry throughout the scene, we want to build anything that's related to the things like culling of geometry for the scene. We might want to build out all of the geometry or build out the entire scene here. We also have the ability to build out complex things like reflections. If you have specific reflections capture set up with your environment in this environment, there are a couple of basic ones set up, you can build your reflection capture so that that will be built with in the scene so we can see those live within the view port, as to how they'll look at packaging time.
So, something worth doing before you get into packaging that as well as building out your reflections if you have complex reflections in your scene. Let's simply go ahead and click on Build Lighting Only, and I will cut this just in the interest of time in the video here. So, I'm going to go ahead and hit Build Lighting Only. We can see once the lighting has been built out we're going to receive a message log here, and this might show you any errors that you have related to your scene. So then we can see that a couple of different objects have wrapping UVs. Well, this is our ocean test model, so I'm certainly not worried about that.
It's simply a flat plane, but using procedural materials on there projected. So, that's not a concern. But this is good to review and take a look at anything specific in here. The light shaft is certainly something that we wouldn't be concerned with because that is simply just a tube with the basic kind of glowy material or emissive material that's fading off with transparency, so that's certainly not a concern at all. Now, we can see that certain trees here, Tree 2 has an issue with wrapping UVs or overlapping UVs. Again, that's not a concern. Tree 2 is certainly something in the distance that we're not really going to see.
But it is going to compute and tell you any of these errors related to building the lights. So, certainly worth reviewing and taking a look at before you commit to building out your game. This is our final lighting build here. I've cranked up the final result to a high quality, and I can see that there is a difference definitely in t lighting quality over all. Now, of course back to that build menu, we could crank that up right up to our final production level lighting and build that out. That will take a little bit more time, but as we can see we're certainly getting into a nice look before we get into packaging the game.
Now, I'd recommend that at any time you can certainly go in and start to play test your game. Our game project here is a little different in the way that we are not building it from a specific player or a start point for a player, so I'd recommend if you want to play test the game to take a look at how it's going to build out when you package this. Have your spawn player at current camera location, and then what I'm going to do is make sure that I have Simulate set, and you can see the hotkey for that is alt and s. But you can certainly just dial that in form this drop-down menu.
So, we'll leave Simulate on, and then if we hit play we'll see that we're now within the game. And what this is, is this is allowing us to cruise around. I'm just using my left mouse button. And then we can see in the sunlight we're getting all those lens flares and all the different lighting effects happening in here, and I can certainly very easily cruise around within the environment, and I can see things like the overall dynamics of the scene. I can see how our light is moving around in the scene, and I can see the atmospherics, the fogs, the particle effects, and we can certainly see our ocean working out quite nicely.
So, that's a very beautiful scene, and this is an excellent way to play test that game with our built lighting set to the highest quality setting. And this is really nice. It's very smooth and plays back really nice within our viewport, so I certainly think we're ready to package this up for distribution.
- Customizing the Unreal UI
- Creating a new project
- Creating landscapes
- Blocking out levels
- Assembling a scene
- Working with materials and lights
- Adding post-processing effects
- Defining bodies of water
- Adding atmospherics, foliage, and wind
- Working with the Blueprint editor
- Creating cinematics
- Monitoring performance
- Packaging a game for distribution