Join Craig Barr for an in-depth discussion in this video Testing the playable visualization, part of Unreal: Architectural & Industrial Visualization.
- [Instructor] Now that we have all of our settings ready to package out our project, it's time to actually output the playable game. The way that we'll do this here is simply come up to our file, go down to Package Project, and if you recall, we went to Packaging Settings. This is where we set everything in here from our description, as to what we want the movie to be, setting a project thumbnail, giving our overall name, or the company name in there as well, and most importantly, we defined the build map. And this is the map that you want to use. You want to make sure you're in this 11_03, and Chapter 11_03 if you're following along with the exercise files.
Regardless of what you're using, it's important to note this is what defines what it will build. It's not the scene that you're in. It's the scene that's on disk it's going to look for. It wants to look for that scene to build out your game and also a scene that it wants to have as the default starting map. This of course would be if you had multiple maps, multiple levels in a different thing. For us, we're using one simple scene to build at our visualization project. So, and once we have all of those settings ready to go, we simply just want to go to File, Package Project, go to the platform that we're working on.
In my case, I'm working on Windows 64-bit. And I click that. Before I do that, I want to show you where the playable version lives within our system here. So if you have access to the exercise files, you'll see that I have it built into the content here. And you'll see this WindowsNoEditor. Click on that, and there's our UE4_Viz.exe game. So we can actually double-click that, launch it up, and we're into the full playable game. And this is where we can walk around the environment and experience everything in this environment as we've built it throughout our project.
We've slowed down the character's speed here as well. But we're able to now interact with the environment, walk through, and actually experience our visualization as we had built it throughout this course. So let's get out of that. So again, if you want access to the default build here, the build that I've created for you, it's underneath the actual exercise file's project, WindowsNoEditor. And I should note, regardless of how you're working here, when you have your own project settings, that's what it'll do. It'll put it to your project directory unless you tell it otherwise.
But it will put it in your project directory, and off you go to be able to have a playable build. So to do this, once again, we would simply go to File, we would go down to Package Project, Windows, and click on whatever version that we're working with here. Build for this project, the way I have it set, takes about one minute. So it's quite quick. And it's pretty much like anything else. It's almost like a rendering process. You'll just sit and wait. It will tell you when it's finished, and the project is packaged and ready to play. So that's it. That's an overview of how to package up your project, how to play it, where it puts it on disk for you, and most importantly, is what map to define to build your project and the importance of that.
So that's the overall process of how to build out a playable visualization.
- 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