Difference between revisions of "Category:3D Combat Engine"
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....Can right click on the blueprint and take "Copy Reference" to grab the name | ....Can right click on the blueprint and take "Copy Reference" to grab the name | ||
− | ....Go to File>New C++ Class>(Your Class Type Here) and click | + | ....Go to File>New C++ Class>(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.) |
....Click on Public and Next. This should open Visual Studio with your public .h and private .cpp files. | ....Click on Public and Next. This should open Visual Studio with your public .h and private .cpp files. |
Revision as of 19:38, 15 May 2017
_Intro
All about 3D combat engine
Unreal
>> main page >> Unreal
We are working with Unreal Engine to develop 3D combat: (It is free for non commercial use)
.... You can begin learning Unreal Engine for space combat here:
......https://www.youtube.com/channel/UCgRPPSQK_r4ynfwQ6rdHFoA
......https://www.youtube.com/watch?v=ZtdeLyrSOdo
- Convert Unreal Engine 4 blueprints to C++ : Blueprints to C++
....In your Blueprints folder hover over content to find the (Blueprint Class) items and look for the "Native Parent Class" such as an Actor or Pawn.
....Can right click on the blueprint and take "Copy Reference" to grab the name
....Go to File>New C++ Class>(Your Class Type Here) and click Next where you past in the path for name field (and reduce the path to a name.)
....Click on Public and Next. This should open Visual Studio with your public .h and private .cpp files.
- Blueprints \ A hack to improved performance : Blueprint Nativization
Blender
>> main page >> Blender
- Blender is a free 3D modeling program. See also Autodesk Maya, 3d Max, Lighwave 3D, ...
...... Export models in the .FBX file format: https://wiki.unrealengine.com/Static_Mesh_from_Blender#Overview
...... The basic unit in Unreal is 1 cm. Set blender to this by selecting an object, then go to properties, scene, units and set length: metric and unit scale: 0.01 (down from meter to cm), save your startup file in the file pull-down menu. No faces in UV unwrap can be overlapping (sorry, that is an .fbx file thing with UE4), Set the objects Pivot Point to (0,0,0) center of the world rather than center of mesh object. Build your model facing to the + x axis (global). {Blender defaults to -y} Use the static mesh editor to delete collision and add it back as generated capsule collision.
- Exporting .FBX models from Blender https://rowvr.co/2015/01/03/get-from-blender-to-unreal-engine-4-quick-workflow-tips/
The static mesh, texture and material appear to go in the BluePrint folder in UE the way we are building the engine.
- Importing Options: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/ImportOptions/index.html
- Importing Textures: https://docs.unrealengine.com/latest/INT/Engine/Content/QuickStart/1/3/index.html
.........See also creating and editing and applying materials at these links