Join Craig Barr for an in-depth discussion in this video Testing and adjusting player settings, part of Unreal: Architectural & Industrial Visualization.
- [Instructor] Now that we have a running scene, that is something that we can interact with and play with, it's time to start to tweak or adjust some settings here. This is where we want to take a look at really testing the environment and walking around, you know, testing the collisions, making sure that everything looks and feels proper, and there are a couple things that we can adjust to fit the overall feel or taste that we're going for for a visualization project. So the first thing that we should do is hit play. And let's get in there and actually walk around. We'll just click in the viewport.
In this case I'm using a keyboard, and you can use a game controller as well, to get the same effect. And this is where if we walk around, we want to look at things like how the collisions are working for us. And if we get anywhere where we see that the collisions might be a little bit too much or maybe they're too big for our needs, for example, here in the bedroom, we don't need to be colliding all the way out here. Now the way we can work with this, we'll just hit escape to get out of there. We can go underneath show and make sure collisions are enabled, so if we turn that on, you can see the size of the collision there.
Now, I can certainly edit that one by just double clicking on the icon. Make sure you turn the display of collisions on in the mesh editor and let's just frame that in a bit here and see what we can get for that. I'm just going to bring that entire collision in. So just a note on this, a little bit of a trick on this, when you're working with collisions, you're really working with two things. You have the collision of the actual static mesh, and you have the collision of you as the first person.
The radius around a capsule that represents that first person. So we're going to edit both of those here, but another tip is you typically don't need as big of a collision as you might think you need because you're dealing with those two forces there. The collision of the object and the collision of the player itself. So you can go in a little tighter than you might think you need, so, in this case here we're doing that on the bed to bring it in a little bit, and that's fine. I'm going to hit save. Get out of the editor. You can see that I've brought that in to be a little bit tighter, and that's going to give us definitely a little better interactivity.
Now the other thing I mentioned was the first-person controller. So let's go take a look at that in here. I'm just going to bring us back into the center area. And, whoops, you can see that we have this capsule. This capsule represents the physics or the collision force around the actual character, the first-person character. And we can edit that. And the way that we do that is we want to find that setup here within our outliner. So the best way to do that is just to grab that camera.
It's going to select the first-person character, and we want to click edit the first-person blueprint. So once we do that, we're into the blueprint editor. Now you can see that we have all of these things here and we can dig through and edit some of the settings in there, but the easiest way to edit what we want to edit is up here. So we have the capsule component. Let's click on that and try to look for the overall shape, which is right here. If we look down, and if some of these are closed, just make sure you click the arrow to bring up shape for that capsule component.
And you'll see that we have capsule half height as well as capsule radius. Capsule radius is what we want to edit. So it's at 46 here, your value may be different. I'm going to bring this down to something like 35 to make it a little smaller. We'll just hit compile and then we'll get out of there and jump back into our environment. So we've edited some collisions and on the objects and now we've edited the overall radius on our character. And I can already tell I'm able to get a little bit closer to these objects, which is great, and if we had any tight spaces, it's going to let me fit through those tight spaces a little bit better, as well.
Of course, all of this is adjusting to the overall goal of your visualization. You may have a reason to put larger collisions in there or a need for a larger collision radius on your first-person character. You know, this comes to taste, where you want to dial it in. And same with the next area I want to talk about and that is field of view for the camera. Now, Unreal's camera defaults to a 90-degree field of view. And that's what we're working with right here as we go through this environment.
We're working with 90-degree field of view. So let's take a look at what it would look like differently. If I hit escape and we're just inside this environment here, I'm just going to click the top up here so that we're not really selecting anything. You can see that this viewport has actually very similar field of view and that's because it's exactly the same. The viewport in Unreal uses a 90-degree field of view as well, and we can see that by clicking the down arrow and we see field of view horizontal at 90.
Now if we want to play with some of the settings in there, we can do that. Maybe dial that up to 100. And you'll see that we're going to get a little more field of view at the expense of more distance towards objects or more of that kind of tunnel effect or longer hallway effect. And that may actually work for what you want. Let's try it in the actual camera. And this again comes down to taste or preference for your settings. We're going to go and grab, we'll select that camera on the first person, we'll edit the first-person blueprint, but this time on the left, we want to find first-person camera.
And we'll click that and we can see the field of view, this is the field of view for the first-person camera. And we'll dial that up to something like 100. We'll hit compile, and we'll hit save. Now when we play this game, we're going to see that the game does look quite different. You can see that the field of view is giving me a little more vision of all of the objects in the space. And keep in mind, this is really quite useful for grabbing nice shots when we get to the point of rendering out stills or shots.
These are things that you might want to play with. Of course, you are doing this at the expense of a bit of a longer tunnel. Everything does look like it's that much further away. So this is something where, I leave it up to you to dial in to your preference. The default setting is what I'm going to revert back to because I think it's fine for our needs right now. We can certainly maybe dial that down to something like 95 if we wanted to play with maybe a little more. Let's, in fact, do that and leave it at 95. We'll compile and save and come back out.
So we've looked at how we can add collisions to the environment, how we can be efficient with those collisions and make them collisions in envelope more objects than needed and how we can edit those collisions and view them within the context of the viewport here, as well. And we've also looked at how we can adjust our collision on the actual first-person character by adjusting that radius on the capsule. And we've looked at field of view adjustment for the camera. These are things that come down to preference, as well, once again, for your visualization project, so I'd encourage you to try out some different field of views and collision settings to dial in what it is that you're after.
- 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