Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Building lightmaps for a level


Lightmap is a term used for a lighting concept, where all the light data is saved in maps and the lights themselves are disabled at runtime. This means that there will not be a real-time lighting for those baked objects. This is widely used in games in order to reserve GPU calculations for something else.

The process of building a lightmap (lightmass) itself is not complex; it is just a case of hitting the Build button. But what takes some time is the tweaking done before the button is pressed.

The rule of lightmaps is that only static objects can be baked into lightmaps, which means any movable item at the level will not be written to lightmaps, and that includes, but is not limited to, characters and enemies. This means that you have to make sure that the Mobility setting inside the Details panel for all the items that are not meant to move in your scene is set to Static.

That takes us half-way to lightmaps. The other important setting is the resolution of the...