Learn how to assemble your scene in Unreal.
- [Instructor] So now we're going to talk about some different overall settings for our scene and for our geometry to make this all work properly. And in that this is really a course about how to get assets into Unreal properly we want to look at some different settings we can set on our geometry so it's going to function the way we want it to So first off what I'm going to do, here we've got our scene I've just, you know, tweaked the lighting a little bit and I'm going to hit play and here we go. We're like we're playing our scene. And I'm going to do my normal Unreal sort of WSADX keys to move around but you can see that actually I can with my mouse I'm kind of pivoting around the scene but as I'm hitting the keys on the keyboard I can't move.
And let's fix this, right. Because what we want to be able to do is we want to be able to do a little fly around and look around our object. And the reason this isn't working right now is because collision is on on all of these objects by default and since we haven't done any like trickery to define custom collision shapes we're basically like colliding with these big blocks and are unable to move. So let me go to my geo and we're going to get just a little refresher on this, we looked at it before. But let me go back to this basic wall foundation, open that up. Let me look at our static mesh editor here.
And so if we turn on our collision, simple collision you can see that the default kind of of proxy object is around this whole convex shape here. So as you can imagine if we were inside these bounds it would think we were colliding with this object and we wouldn't be able to move. We can do things including making custom collision geometry that follows the geometry better or actually have Unreal look at the actual vertexes of the real geometry. But with a model that's kind of this heavy we don't really want to have it having to deal with all that collision and it just doesn't matter.
Like I don't really mind if we fly through a wall or do whatever because we're actually just kind of want to go around and explore this model right now. We're not so worried about that precision in terms of collision. So what I'm going to do is in our world outliner you can see I have this folder where I've put all the office building geo, and I'm just going to actually grab everything by shift clicking, everything in there and now we're going to go over to our details tab and I'm going to pull this over. And if we scroll down to, oh here we go, scroll up to collision you can see there is a little advanced tab, so I'm going to open that up and by default it says collision presets to default and I'm just going to change this to no collision.
Open that up and you can see that it's turned everything off Again lots of sub menus within sub menus. But now we've turned collision off for every object. Okay I'm going to make this a little bit smaller again, deselect and now I'm just going to hit play again in my scene. And now I can hit W for example and I can move forward. I can hit the E key and I can go in. I can use my mouse and look around. And so now this is starting to get cool because now, and again I'm just flying through stuff, I'm not really worrying about the walls and the collision or anything.
But I can start to actually look around and start to get some nice, you know, visualization views of the scene that we've built. Go around, pull back out, cool. So this is where the fun kind of starts cause we've spent all this time getting geometry ready and making materials and doing stuff and now we can actually start looking around our world. So, (swish sound). So we're starting to get some nice views of our building here.
Okay, so this was just a little chapter to go over the fact that if we get into situations like this where we find that we can't move and we're blocked by stuff we can just globally turn collision off on everything so we can freely move about our scene.
- Working with geometry
- Importing processed files into Unreal
- Using the Skeletal Mesh Editor
- Creating a material with textures
- Refining Substance material
- Assembling your scene in Unreal
- Working with cameras