<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Unreal Engine Log on D'Arcy Norman, PhD</title><link>https://darcynorman.net/categories/unreal-engine-log/</link><description>Recent content in Unreal Engine Log on D'Arcy Norman, PhD</description><generator>Hugo</generator><language>en-us</language><managingEditor>dnorman@me.com (D'Arcy Norman)</managingEditor><webMaster>dnorman@me.com (D'Arcy Norman)</webMaster><lastBuildDate>Thu, 21 Dec 2023 10:30:59 -0700</lastBuildDate><atom:link href="https://darcynorman.net/categories/unreal-engine-log/index.xml" rel="self" type="application/rss+xml"/><item><title>Unreal Engine Log - Final Snapshots of the TI Mockup</title><link>https://darcynorman.net/notes/2023/final-snapshots-of-the-ti-mockup/</link><pubDate>Thu, 21 Dec 2023 10:30:59 -0700</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/notes/2023/final-snapshots-of-the-ti-mockup/</guid><description>&lt;p&gt;After consolidating my Unreal Engine log notes from a separate WordPress site into my main website (this one), I realized that I hadn&amp;rsquo;t captured any of the final (or &amp;ldquo;final&amp;rdquo;, as I basically stopped that work to &lt;a href="https://darcynorman.net/2023/12/11/arch-700-arcade/"&gt;focus on supporting student-led deliverables that took different directions&lt;/a&gt;) &amp;ldquo;Taylor Institute Game&amp;rdquo; level.&lt;/p&gt;
&lt;p&gt;It&amp;rsquo;s still empty, but has more textures and materials applied. I didn&amp;rsquo;t add a roof because I found the environmental lighting useful without having to manually light every nook and cranny…&lt;/p&gt;</description></item><item><title>Unreal Engine Log - adding some assets</title><link>https://darcynorman.net/2023/10/04/adding-some-assets/</link><pubDate>Wed, 04 Oct 2023 20:41:20 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/10/04/adding-some-assets/</guid><description>&lt;p&gt;So much for the pristine fresh start… I’ve added a few of &lt;a href="https://www.unrealengine.com/marketplace/en-US/assets?count=20&amp;amp;sortBy=effectiveDate&amp;amp;sortDir=DESC&amp;amp;start=0&amp;amp;tag=4906"&gt;Unreal Engine’s free asset collections&lt;/a&gt; to try out some ideas:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://www.unrealengine.com/marketplace/en-US/product/visai-an-advanced-modular-ai-system"&gt;VisAI Modern AI Framework&lt;/a&gt; (to try adding some bots)&lt;/li&gt;
&lt;li&gt;&lt;a href="https://www.unrealengine.com/marketplace/en-US/product/basic-pickups-vfx-set-niagara" data-type="link" data-id="https://www.unrealengine.com/marketplace/en-US/product/basic-pickups-vfx-set-niagara"&gt;Basic Pickups VFX Set&lt;/a&gt; (to try adding some game elements)&lt;/li&gt;
&lt;li&gt;&lt;a href="https://www.unrealengine.com/marketplace/en-US/product/ce2cda95e5f54180b2cf7df24566bdf7"&gt;Advanced Cel Shader Lite&lt;/a&gt; (to try non-photorealistic stylistic rendering)&lt;/li&gt;
&lt;li&gt;&lt;a href="https://www.unrealengine.com/marketplace/en-US/product/4k-materials-wood-flooring-vol"&gt;4K Materials: Wood Flooring&lt;/a&gt; (I mean. The TI has so much wood, it’d be a shame to just use “wood” as the material…)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;And then Unreal Engine had an update, from 5.3 to 5.3&lt;sup data-fn="9fdb7393-079f-45ec-b83b-53f494214cae" class="fn"&gt;&lt;a href="#9fdb7393-079f-45ec-b83b-53f494214cae" id="9fdb7393-079f-45ec-b83b-53f494214cae-link"&gt;1&lt;/a&gt;&lt;/sup&gt;, apparently? Regardless. Always apply updates, so hopefully the project works now that I’ve added a couple GB of materials and some complexity.&lt;/p&gt;</description></item><item><title>Unreal Engine Log - A fresh start</title><link>https://darcynorman.net/2023/10/03/a-fresh-start/</link><pubDate>Tue, 03 Oct 2023 19:44:33 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/10/03/a-fresh-start/</guid><description>&lt;p&gt;I spun up a fresh project, re-imported the FBX models of the TI, and set up a first/third-person player with keyboard toggle. There are no textures, no lights, and lots of meshes to fix. But I let go of over 8GB of kruft that had accumulated from messing around in the previous project. There’s probably a better way to clean out old gunk, but a full restart of a project should work.&lt;figure class="wp-block-image size-large"&gt;&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Friday, September 29</title><link>https://darcynorman.net/2023/09/29/friday-september-29/</link><pubDate>Fri, 29 Sep 2023 16:51:30 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/29/friday-september-29/</guid><description>&lt;p&gt;I’m trying to practice modelling/staging/lighting the Taylor Institute learning spaces in order to give me a chance to learn how to build stuff in Unreal Engine 5. I have some .FBX exports that a staff member had created back in 2016 from the original Revit .RVT files for the first and second floors of the TI, and have been trying to process/fix/import those. I don’t have the original .RVT files, to these .FBX exports are as close as I’ll get. They look like they get some things right – individual steps and railings on staircases are modelled – and some things quite wrong. It looks like all “ways” were just extruded from the floorplan at an estimated full-storey-height. There are no windows, and no doors. No floors, no ceilings. But, it’s a good start to get a feel for the layout of the space.&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Friday, September 22</title><link>https://darcynorman.net/2023/09/22/friday-september-22/</link><pubDate>Fri, 22 Sep 2023 17:32:40 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/22/friday-september-22/</guid><description>&lt;p&gt;I had a few minutes to play around with textures a bit, and added some MediaPlate objects for each of the “displays” in the space.&lt;figure class="wp-block-image size-large"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img loading="lazy" decoding="async" width="1024" height="597" src="https://darcynorman.net/wp-content/uploads/2023/09/rendering-with-content-on-displays-1024x597.webp" alt="" class="wp-image-2239" style="aspect-ratio:16/9;object-fit:cover" srcset="https://darcynorman.net/wp-content/uploads/2023/09/rendering-with-content-on-displays-1024x597.webp 1024w, https://darcynorman.net/wp-content/uploads/2023/09/rendering-with-content-on-displays-300x175.webp 300w, https://darcynorman.net/wp-content/uploads/2023/09/rendering-with-content-on-displays-768x448.webp 768w, https://darcynorman.net/wp-content/uploads/2023/09/rendering-with-content-on-displays.webp 1200w" sizes="(max-width: 1024px) 100vw, 1024px" /&gt; &lt;/figure&gt;&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Thursday, September 21</title><link>https://darcynorman.net/2023/09/21/thursday-september-21/</link><pubDate>Thu, 21 Sep 2023 16:45:57 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/21/thursday-september-21/</guid><description>&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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…&lt;figure class="wp-block-image size-large is-resized"&gt;&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Wednesday, September 20</title><link>https://darcynorman.net/2023/09/20/wednesday-september-20/</link><pubDate>Wed, 20 Sep 2023 22:14:58 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/20/wednesday-september-20/</guid><description>&lt;p&gt;I spent a few more minutes trying to futz around with getting my Blender model of a learning space (loosely modelled on TI 110) into Unreal Engine. Following a godawful YouTube video that I’m not going to link to because holy crap what an annoying mess but I did glean one bit if useful info from sitting through it.&lt;/p&gt;
&lt;p&gt;In Blender, I exported an .FBX file using these settings:&lt;figure class="wp-block-image aligncenter size-large is-resized"&gt;&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Tuesday, September 19</title><link>https://darcynorman.net/2023/09/19/tuesday-september-19/</link><pubDate>Tue, 19 Sep 2023 17:17:43 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/19/tuesday-september-19/</guid><description>&lt;p&gt;I’ve been trying to model a space (starting with a learning space in the TI) in UE5 and have been stuck by the editing tools. So, I figured why not try building a model in Blender and export that for use in a UE5 project?&lt;figure class="wp-block-image size-large"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img loading="lazy" decoding="async" width="1024" height="585" src="https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-19-at-11.13.21-AM-1024x585.png" alt="" class="wp-image-2204" /&gt; &lt;/figure&gt;&lt;/p&gt;
&lt;p&gt;I was able to get the dimensions right (based on the architectural files I have), and cut out windows and doors using boolean subtraction. It looks like it works, but I don’t have time to import it into a new UE5 project right now, but that’s the next step.&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Monday, September 18</title><link>https://darcynorman.net/2023/09/18/monday-september-18/</link><pubDate>Tue, 19 Sep 2023 02:46:45 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/18/monday-september-18/</guid><description>&lt;p&gt;So I decided that editing 3D objects with a trackpad is non-optimal. I sprung for a super-fancy professional-grade mouse. Or, I picked up the first decent-looking &lt;a href="https://www.amazon.ca/dp/B09K41MDJG"&gt;cheap Bluetooth multi-button mouse&lt;/a&gt; on Amazon, because it could be delivered the next day. It came today, and seems to work well enough. I haven’t used a mouse in years, so it’ll be an adjustment.&lt;/p&gt;
&lt;p&gt;I tried setting up a new Project, replacing the stock First-Person game with my own stuff. Really, I just deleted the initial obstacle-objects, and then started building a new space within it. Primitive, but I’m getting better. I need to figure out the rendering settings, though, because they seem to go from “Quake II” to “Cyberpunk” and I can’t figure out how to properly set it so it will play at a decent framerate on my M2 MBA.&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Thursday, September 14</title><link>https://darcynorman.net/2023/09/14/thursday-september-14/</link><pubDate>Thu, 14 Sep 2023 19:27:38 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/14/thursday-september-14/</guid><description>&lt;p&gt;I created another new project – this time using the Game – First Person template, with Starter Content. I make some cubes, resize and rotate them, and kinda-sorta have an idea of how to do this. But I have no idea how to do booleans to remove chunks to add doors and windows. I’m sure that’s easy.&lt;/p&gt;
&lt;p&gt;After reading some documentation and starting ANOTHER new project (Game – Blank – with starter content), and watching part of a youtube video (about using boolean brushes on Cubes to cut windows and doors out of other cubes – but that didn’t work), I have a prototype space built with starter content primitives and some Cubes and textures. Very cool. I think I can make this work.&lt;figure class="wp-block-image size-large"&gt;&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Wednesday, September 13</title><link>https://darcynorman.net/2023/09/13/wednesday-september-13/</link><pubDate>Wed, 13 Sep 2023 19:24:16 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/13/wednesday-september-13/</guid><description>&lt;p&gt;Maybe there’s something funky with the .FBX files? I’ll try importing them into Blender to create new ones.&lt;/p&gt;
&lt;p&gt;Download Blender.&lt;br&gt;
Remember how to use Blender.&lt;br&gt;
Import the .FBX files for both first and second floors, match them up, join them, and export a shiny fresh new .FBX file that hopefully doesn’t have any issues.&lt;figure class="wp-block-image size-full"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img loading="lazy" decoding="async" width="744" height="378" src="https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-18-at-2.12.07-PM.png" alt="" class="wp-image-2167" srcset="https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-18-at-2.12.07-PM.png 744w, https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-18-at-2.12.07-PM-300x152.png 300w" sizes="(max-width: 744px) 100vw, 744px" /&gt; &lt;/figure&gt;&lt;/p&gt;
&lt;p&gt;Create a new project in UE5, with starter content.&lt;br&gt;
Test it in playback mode. It works great.&lt;br&gt;
Import the new .FBX file and poof nothing works and my laptop begs for mercy.&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Tuesday, September 12</title><link>https://darcynorman.net/2023/09/12/tuesday-september-12/</link><pubDate>Tue, 12 Sep 2023 19:23:04 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/09/12/tuesday-september-12/</guid><description>&lt;p&gt;“I have these Revit-exported .FBX files of the Taylor Institute. How hard can it be to import them into Unreal Engine 5 and build some learning space mockups in them?”&lt;figure class="wp-block-image size-full"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img loading="lazy" decoding="async" width="744" height="378" src="https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-18-at-2.12.07-PM.png" alt="" class="wp-image-2167" srcset="https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-18-at-2.12.07-PM.png 744w, https://darcynorman.net/wp-content/uploads/2023/09/Screenshot-2023-09-18-at-2.12.07-PM-300x152.png 300w" sizes="(max-width: 744px) 100vw, 744px" /&gt; &lt;/figure&gt;&lt;/p&gt;
&lt;p&gt;Took maybe 30 seconds to figure out how to import the files. It’s built-in.&lt;/p&gt;
&lt;p&gt;I started with the Architectural starter content, and tested that it worked first. It works great and I can navigate around in playback mode. Cool. I can move around and explore the space in pretty impressive realtime rendering.&lt;/p&gt;</description></item><item><title>Unreal Engine Log - Friday, August 25</title><link>https://darcynorman.net/2023/08/25/friday-august-25/</link><pubDate>Fri, 25 Aug 2023 19:15:32 +0000</pubDate><author>dnorman@me.com (D'Arcy Norman)</author><guid>https://darcynorman.net/2023/08/25/friday-august-25/</guid><description>&lt;p&gt;After working with Matthew to finalize plans for the architecture studio project, I figured I needed to refresh my own 3D modeling skills – and I want to do the project myself. I started dabbling with the default content in UE5 Architectural mode. Managed to get a model set up and running well on my laptop. I’m not sure “Architecture” mode is what I want, despite the project being architecture-focused. I may want to switch to building in “Game” mode – but what’s the difference? So much to learn. UE5 is &lt;em&gt;huge&lt;/em&gt;.&lt;figure class="wp-block-image size-large"&gt;&lt;/p&gt;</description></item></channel></rss>