Unreal Engine Log - Thursday, September 21


I messed around with the scale of my model as imported from Blender. In UE5, I just selected the folder and all descendants and bumped the Scale value to 2x2x2. It applied uniformly to all objects within the model. I had to adjust the position of the lights, but otherwise the scale of the room “feels” right.

The textures are a hot mess, but that’s easily changeable. Also, I don’t think “shiny metallic cyber femmebot” is the look I’m going for. stock models…

Resized mockup of TI 110-ish, with reduced rendering quality so I get more than 2fps on my laptop…

I’ll continue modelling things in Blender and bringing them in via .FBX export/import, just because Blender seems to be more accurate for modelling and has Dimensions directly editable via the details panel rather than having to mess around with guessing at Scale values to get the dimensions I need. I’m sure there’s a proper way to do that in UE5. Perhaps after another dozen annoying YouTube videos…


Next, I wanted to be able to toggle between first- and third-person views. There’s a great overview (in a YouTube video, of course!).

I added a new camera, creatively named “FirstPersonCamera” and renamed the default one to “ThirdPersonCamera”:

With some tweaking of position/rotation, and flipping some settings, it’s good to go. Now to hook up the key-trigger toggle between the 2 cameras. Here’s what the Blueprint addition to the Character component (the stock BP_ThirdPersonCharacter, in my project) looks like:

I’ve set my character to start in first-person view, and toggle to third-person by pressing ‘c’ (and toggle back and forth as needed).


AND – I found a great – and well designed – guide/demo for how to get Unreal Engine working at higher framerates on Apple laptops. They have insanely high DPI displays, so Unreal Engine is dutifuly rendering all of those pixels. Which is dumb, so you can turn of High DPI rendering in Unreal Engine. And it works great! Now I can have higher quality lighting and textures, and higher framerates.


I deleted what I’d set up and re-imported the .FPX file, but with Nanite enabled. Fixed the scale of the room (2x2x2), and added some textures. Hey, presto! This is looking much better already. Added some tables and chairs (tables from the “TMChairsAndTablesAssetPack1” asset pack, chair and TV from the “FreeFurniturePack” assets). The objects were too small, so I cranked up their scale (1.5×1.5×1.5) and the looked about right.

I assembled them into a “collaboration pod” layout and cloned that a few times (all nicely organized in folders in the Outliner). Then I added a MediaPanel to show an image, and POOF *crash*. I got my work back, but the folder structure in Outliner was gone. It still worked, so that doesn’t matter.

The space is almost recognizable as TI 110 in the Taylor Institute. Lots of work to do on lighting and textures and media playback – and THEN I can start actually working on some new ideas for what to do in the space…

I mean. For 1 day’s progress (just compare the images at the top and bottom of this post), fitting it in between meetings and then futzing around on the kitchen table after making supper? That’s not a bad day’s work…

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