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

Reflection Capture


Sometimes, by design, the map or level has to reflect something. Having a mirror, water drops, or metallic parts around will never look real without reflecting some parts of the environment. And that's when it is time to use Reflection Capture.

Reflection Capture is not only the name of an actor you use inside the editor, but also the functionality itself at the same time. While having real-time reflections is really costly performance-wise, it is possible to reduce that cost using Reflection Capture.

Simply, it is the same concept as lightmaps; you can bake those things earlier in a sort of a map and use them later at run-time. Unreal Engine has inside its toolset what is called Reflection Environment via the Reflection Capturers.

The Reflection Environment toolset provides efficient reflections in all the directions of the scene, just like metal surfaces (the idea is to have objects that have materials with a high and noticeable specular and a low roughness values, so...