Environment construction in UE

Water

The stylized water material I created before cannot be used to set physical simulations, so I decided to use realistic water in UE4.27 water plugin.

I created a landscape before using the water plugin.

Floating lotus

I added buoyancy under lotus mesh, it needs some pontoons, otherwise, it will not keep balance in the water.

Also, need to check the asset is set to auto-activate.

Lighting

Skylight is set to stationary to use real-time capture. To enable real-time capture, the volumetric cloud component or sky atmosphere component must be put in the scene.

One of the issues when using low-poly meshes in UE4 is the vertex normal will turn the region become black which cannot be solved by modifying the normals.

Hence I checked all the options and found that enabling indirect shadow only under lightmass settings will solve the issue.

black faces with direct shadows
no black faces with indirect shadow only

The sunlight will go through the landscape at night so I put a solid cube under the landscape to block the lights.

Third Person Character

I used blueprint for animation and event. For Jump, is Falling is used to decide; for walk and run, speed is used to decide.

To

Animation blendspace is created for smooth transition of actions.

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