Computer Graphics and Multimedia Software - Knowledge Sharing

Wednesday, November 16, 2016

Create UE4 Projects From File Examples

From the Epic Games Launcher, there are a lot of example files you can access and download for free. But once you download, what do you do with them?
Anytime you download any of the project examples from the Learn Section or Marketplace Section, you will find these files inside Library > Vault Section.
Here is how to create projects from these downloaded files. 

1. DOWNLOAD PROJECT EXAMPLE FILES


First you want to navigate to Learn or Marketplace section and download any of the available Engine Feature Samples, Gameplay Concept Examples, Example Game Projects or Marketplace Content.
Learn Section:


2. LIBRARY: VAULT SECTION
You will find all the downloaded files under Library tab and under Vault section. Just scroll down to find them.

3. CREATE PROJECT FROM DOWNLOADED PROJECTS

You can't open these downloaded files directly. You need to Create Project from them. This is to make sure that you always have access to a clean downloaded project example.
In Library > Vault section, click on Create Project:

4. CHOOSE PROJECT NAME AND LOCATION

After you click on Create Project, you have to set up where you want to store this project.
Choose folder where you want to store this project. Default location will be on your C drive. Under: "C:\Users \UserName \Documents \Unreal Projects" but if you have a second hard drive like me and you don't want to have huge Unreal Project file size on your main drive, click Browse and navigate where you want to store your project at.
  • Name the project
  • Set storage location on your computer
  • Create project

5. PROJECT CREATED AND READY TO BE LAUNCHED

You will now see this new project appear under your "My Projects" section in the Library tab.

You can now open this project from here by double clicking on the thumbnail icon or Right Clicking and choosing Open.





6. WHERE TO FIND DOWNLOADED VAULT CONTENT

Download project example files that you see inside Vault section are stored in "C:\Program Files \Epic Games \Launcher \VaultCache":

These downloaded Vault files get very large. So once you have created a project from them or added these assets into a project, you can move and store these Vault files somewhere else or delete them.
I often back them up on a larger drive and not on my main SSD hard drive, which isn't very large.
Once deleted or moved, these Vault files no longer will appear inside Library > Vault section.

7. CONTENT ADDED INTO PROJECTS

If you happen to download assets such as static meshes, sounds or materials you won't creating a project from these. You can add these into a project you already have created and are working on.
Click on "Add to Project":

Choose which project you want to add these assets into:

The assets will appear in Content Browser, when you launch this project.
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Tutorial Third person game for Unreal Engine 4 Using C++


Third-person survival game for Unreal Engine 4 made entirely in C++. Originally built as a 6 section tutorial series, now available as open-source C++ sample project.

NEW: Mod Support
Includes two small mod examples including a Pink Rifle extension and Flashlight replacement mod. Check out the Modding Sample Project for guidelines & cooker profile setup
Example commandline arg to load the Mod gamemode with the built-in level "CoopLandscape" in a cooked game build: SurvivalGame.exe /Game/Maps/CoopLandscape_Map?game=/ExtendedRifleMod/SurvivalGameMode_PinkRifle.SurvivalGameMode_PinkRifle_C
There is currently no supporting UI to load up specific mod content, please note that the modding pipeline is a experimental and intended for early adopters only!
Section 1
This section sets up the third person character movement with animation, object interaction, simple hunger system, all with networking support.

Section 2

Adds weapon support for the character, a flashlight, UT-style inventory with on-character visual representation of the carried items and deals with damage, death and respawns for players.

Section 3

Introduces AI "Zombie" enemy to our game using PawnSensing and Behavior Tree.
Section 4
Introduces a gameloop with enemies, items, scoring and a time of day.

Section 5 

Introduces the ability to carry around objects like barriers and discusses game networking.

Section 6

The final section in the series focuses on bug fixing and a bit of polish to the existing features. This section is compatible with the 4.8 release.
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Tuesday, November 8, 2016

Develop a working osgART application

What is a Scene Graph?

Tree-like structure for organising a virtual world, e.g. VRML
Hierarchy of nodes that define: Groups (and Switches, Sequences etc…) Transformations, Projections, Geometry …

And states and attributes that define:

  •  Materials and textures
  •  Lighting and blending
Benefits for performance

  •   Structuring data facilitates 
    • optimization:- Culling, state management, etc
What is a Open Scene Graph (OSG)?

Open-source scene graph implementation
Based on OpenGL
Object-oriented C++ following design pattern principles
Used for simulation, games, research, and industrial projects
Maintained by Robert Osfield | Documentation project: www.osgbooks.com
Uses the OSG Public License (similar to LGPL)

What is a osgART?

OSG + ARTookit = osgART
osgART adds AR to Open Scene Graph
Current version 2.0, Open Source

To add Video see-through AR:
  •  Integrate live video
  •  Apply correct projection matrix
  •  Update tracked transformations in real-time
Develop a working osgART application from scratch?

Use ARToolKit 2.72 
     library for tracking and 
     video capture
Install OSG

Tutorial 1 : Basic OSG Viewer | OSG 
Install osg (.exe) to your computer
Run basic viewer - located in osg folder in C:\\Program Files (Windows)

Tutorial 2: Adding Video | OSG + ARToolkit
Add a video plugin
Load, configure, start video capture…
Add a video background
Create, link to video, add to scene-graph

Tutorial 3: Tracking | OSG + ARToolkit
Add a Tracker plugin
 Load, configure, link to video
 Add a Marker to track
 Load, activate
 Tracked node
 Create, link with marker via tracking callbacks
 Print out the tracking data

Tutorial 4: Adding Content | OSG + ARToolkit
Now put the tracking data to use!
Add content to the tracked transform 
Basic cube code
e.g. Wavefront (.obj), OpenFlight (.flt), 3D Studio (.3ds), COLLADA
Replace the simple cube with a 3D model
Models are loaded using the osgDB::readNodeFile() function


OSGART sample project by other researchers


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