Join Craig Barr for an in-depth discussion in this video Project directory structure, part of Unreal: Architectural & Industrial Visualization.
- [Teacher] With Unreal Engine 4's project based directory structure it's important to be able to use that to have an organized, structured environment for your project. It's no different for a game environment or a visualization project. In this case because we're doing a visualization project there are a couple basic sub directories that we want to create to work with our project structure. Now if you have access to the exercise files in this video I'm using the actual project that comes with the exercise files and when I say the project that is this is where you want to restart Unreal and set it to the UE4_Viz project and within that project is where there's the project Uproject file.
But within that folder are the actual files that you'll require to move forward to create or to work with the assets in here if you'd like to. Now CH_02_03 starts off right where we left off in the from scratch creation of how we can work with the first person template from Unreal Engine. So what we're going to do here now is begin to formalize or begin to build the basic structure for our visualization project.
So very quickly what we want to do in the content browser is take a look at what we have here. Now we know that we have the first template settings using the first person setting with the skeleton, the geometry that was in here that we've removed and then of course the blueprint that drives all of the controls moving that first person camera around in space. We also have two more directories here and this is geometry and the starter content. Now if you click on the starter content folder either by clicking on it and looking at it in the content browser or by clicking the reveal arrow and seeing everything that it comes with, we're going to be utilizing some of the components of this later on in the course.
For right now what we want to do is look at geometry. I should point out that first person and first person blueprint we can ignore for now, we're not going to dive in and work with that right now. We just want to work with this geometry structure here. In there we have a simple folder called Meshes, and in that Meshes are some of the basic assets that was being utilized to populate that scene. We had a floor then we had a bunch of cubes sitting around that the player could interact with. Let's grab all of that, and just click one, hold down shift and grab all of the rest and we'll click delete.
And we'll hit forced delete and we'll get rid of those. The reason why I want to get rid of that is we want to start clean. Now I'm going to leave that directory there called Meshes and we're going to leave that open for right now and this is where we're going to put all of our Meshes and as we continue on with this structure, this project directory, we're going to want to build sub folders to begin to categorize different aspects of our visualization scene. So for now let's go back to geometry and create just a couple more folders here. So I'm going to right click within the content browser window and go all the way up to the top and just click new folder.
This one I want to call materials. We'll just go capital M Materials, hit enter, right click again, new folder, and we'll put textures in. And that's it, that's all we want to focus on right now. Meshes, being our static meshes or our objects that are going to come in within our visualization, materials that are going to drive the look and the feel for rendering our scene, and textures that are going to drive those materials as well. And that's all we want to work with right now and those are going to be full of many different assets as we populate those with assets, organize and continue to keep that clean so that we know where every asset is, whether it's a model or a texture or a material we have easy access to it in Unreal's structure directory for their projects.
- 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