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.
- 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