UE5Learn Gameplay (1) Crypt Raider
          Unreal Engine
        
        
             A UE5 First Person Controller Game
          
          
        Overview Video
What I Learnt
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    How to design and implement level design using three views in a modular layout, combined with wireframe and unlit scene modes.
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    Light Types and the Lumen GI system in Unreal
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    Light Types:
- Directional Light: Only rotation has effects; it alters the direction of the sunlight.
 - Point Light: Allows customization of the lightβs intensity, color, and attenuation radius.
 - Rect Light: A rect light possesses an area.
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    Sky Light: Delivers a soft ambient environment color.
- Not the same as a skybox, but related.
 - Also associated with the directional light and its direction.
 
 - Future: How can I implement some features in my own project Sparrow-Renderer ?
 
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    Lumen GI System:
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    Nanite is incompatible with 
Pixel Depth Offset; they must be unlinked in the material graph (shader). - Post Process Volume is crucial for post-processing, including exposure and toning.
 - A Light Bleeding issue occurs; the solution in this project is to use other meshes to cover the boundaries of the level.
 
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    Nanite is incompatible with 
 
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    Light Types:
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    Collision Filtering:
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    Types of Collision Filtering:
- Block: Physically blocks the component and triggers a hit event.
 - Overlap: Doesnβt block the component but allows overlaps. It will trigger overlap events. βGenerate overlapβ pertains to the generation of overlap events as the object continues through the collision process.
 - Ignore: The component will overlap, but it wonβt undergo collision processing, hence no events will arise.
 
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    Trigger Implementation:
- Detects Collision through overlap and actor tag comparison.
 
 
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    Types of Collision Filtering:
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    Grab Items Gameplay Implementation:
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    Grabbing is based on Raycasting and Collision, implemented with 
UPhysicsHandleComponent,GetGrabbedComponent, andGrabComponentAtLocationWithRotation. - Calls event interaction in blueprints.
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    Simulates Physics to achieve enhanced visual effects.
 
 
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    Grabbing is based on Raycasting and Collision, implemented with 
 
Questions:
Q: Why the player born in the position of navigation of camera in the level?
A: Itβs a setting

My thinking:
- camera position is better for debugging,
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    but in the distribution, better to use a 
playstart