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Unreal Engine 4 Introduction
Agenda 
Unreal Engine evolution 
Project setup 
Game logic creation tools 
UI creation tools 
Automation 
Physically based materials 
Mobile development with UE4 
Performance tiers 
General performance guidelines 
Content creation notes
Project Setup 
UE3 
Copy and paste template project 
.INI hell 
Lot of manual changes in source code to setup custom project 
UE4 
Simple project wizard 
Allow to create project from template depending on game genre 
Separate directory with all project-related code and content 
Simple settings managing interface for Editor or Project 
Easy to tweak global or/and platform specific project settings
Project Wizard
Project Settings
Game Logic Creation (UE3) 
C++ (for full license holders) 
Was great to have when implementing performance critical gameplay features 
Was necessary when dealing with low-level systems such as (Animation, Rendering, Physics) 
Unreal Script 
Java-based language for creating game logic 
Gives a possibility to implement complex game logic without changes in C++ code 
Fast iteration times comparing to C++ 
Nearly 10 times slower than C++ 
Unreal Kismet 
Graph-based system for creating high-level game logic 
Required support from programmers/scripters who deal with Unreal Script 
Debug was painful
Game Logic Creation (UE4) 
C++ 
Provide low-level control over gameplay aspects 
Allow to extend basic classes from Gameplay Framework 
Still optional depending on game project complexity 
Blueprint 
Derived from Kismet but more powerful and complete 
Serve many of the same purposes that Unreal Script handled 
Extending classes 
Storing and modifying default properties 
Managing subobject (e.g. Components) instancing for classes 
Has its own visual debugger
Blueprint Example 1/3
Blueprint Example 2/3
Blueprint Example 3/3
UI Creation Tools 
UE3 – Multiple tools/technologies for similar problems 
Scaleform for creating ingame UI 
Custom UI framework for creating UI for mobile platforms 
The Editor’s UI is built using Windows-based frameworks 
UE4 - Completely new UI system called Slate 
Fully platform-agnostic UI system 
Used to create Unreal Editor’s UI 
Can be used to create ingame UI 
Key features 
Easy to design, layout and style components 
Easy to create and iterate on UIs
Follow us on Twitter @Sperasoft Visit our site: sperasoft.com
Unreal Editor 3 Interface
Unreal Editor 4 Interface
Automation System 
Completely new system comparing to UE3 
Provides the ability to perform Unit/Feature testing 
Unit tests : API-level verification tests 
Feature tests : System-level verification 
In-game stats, changing resolution, taking screenshot works 
Content stress tests 
Loading all maps, recompiling all blueprints, recompiling all shaders 
Smoke tests: Unit tests which runs every time in the editor and are considered to be very fast 
Screenshot-based tests 
Mostly for testing rendering-related errors
Automation Framework Example 1/2
Automation Framework Example 2/2
Physically Based Materials 
New Physically Based Shading model 
Approximates what light does, not what we intuitively think it does 
Result – more accurate and natural looking 
Simple properties 
Base Color 
Specular 
Roughness 
Metallic 
Values for that properties could be measured in real-world materials 
Material blending/layering is simple 
Hard to create physically implausible materials
Mobile Development with UE4
Supported Platforms 
Unreal 4 was developed targeting high-end PCs and next- gen consoles 
But supports both iOS and Android platforms 
Android support is still in its early stages 
Full list of supported devices could be found on wiki 
All tested devices are grouped in feature tiers 
Example of classifying iOS devices by performance tiers
Performance Tiers 
LDR (The highest performance tier supported in UE4) 
No lighting, no postprocess 
Basic Lighting 
Static lighting and precomputed GI features are available 
Full HDR pipeline with access to some postprocess features like tonemapping 
Full HDR Lighting 
Realistic specular reflections on surfaces with support for varying roughness 
Full support of normal mapped surfaces 
Full HDR Lighting with per-pixel lighting from the Sun 
Same as prev. tier, but per-pixel diffuse and specular lighting
General Performance Guideline 
Use post process features only with high-end devices 
Bloom/DOF is enabled by default (as on PC) Try to disable 
Such features can easily cost 60+ ms 
Always profile your game on target devices before considering to use PP feature 
Control scene complexity 
Careful control over DIP count (< 700) and triangles count (< 500k) 
The areas with poor occlusion are going to be the biggest challenge 
PVS still helps 
Take care of proper setup visibility volumes and built visibility before run on device 
Double check materials 
Try to simplify. Fewer instructions and texture lookups is better 
Use independent texture fetches. (UVs in pixel shader shouldn’t be changed)
Content Creation Guideline 
Materials 
Only 5 texture samplers are allowed due to HW limitations 
Translucent and Masked Materials are extremely expensive. It is recommended that you use opaque Materials wherever possible 
Several features like Tessellation and Refraction and Subsurface Scattering shading model are not available 
Only Default and Unlit shading models are available 
Textures limitations 
Maximum texture size 2048x2048 
PVR compressor limitation 
Dimension must be a power of 2 
Memory usage became more efficient on mobile devices 
Mesh limitations 
<= 65k vertices per model 
<= 75 bones per skeletal mesh
Bonus Slide : Documentation 
Full documentation available online 
In-editor tutorials 
Useful to start working with Unreal tools from scratch 
Samples Library 
Game samples available online for free 
Huge source to start Unreal discovering 
Samples are connected with online documentation 
Content Example Sample 
Represents an approach to learn 
Each level represents a number of stands each of which has its own example asset and doc reference
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Unreal Engine 4 Introduction

  • 1. Unreal Engine 4 Introduction
  • 2. Agenda Unreal Engine evolution Project setup Game logic creation tools UI creation tools Automation Physically based materials Mobile development with UE4 Performance tiers General performance guidelines Content creation notes
  • 3. Project Setup UE3 Copy and paste template project .INI hell Lot of manual changes in source code to setup custom project UE4 Simple project wizard Allow to create project from template depending on game genre Separate directory with all project-related code and content Simple settings managing interface for Editor or Project Easy to tweak global or/and platform specific project settings
  • 6. Game Logic Creation (UE3) C++ (for full license holders) Was great to have when implementing performance critical gameplay features Was necessary when dealing with low-level systems such as (Animation, Rendering, Physics) Unreal Script Java-based language for creating game logic Gives a possibility to implement complex game logic without changes in C++ code Fast iteration times comparing to C++ Nearly 10 times slower than C++ Unreal Kismet Graph-based system for creating high-level game logic Required support from programmers/scripters who deal with Unreal Script Debug was painful
  • 7. Game Logic Creation (UE4) C++ Provide low-level control over gameplay aspects Allow to extend basic classes from Gameplay Framework Still optional depending on game project complexity Blueprint Derived from Kismet but more powerful and complete Serve many of the same purposes that Unreal Script handled Extending classes Storing and modifying default properties Managing subobject (e.g. Components) instancing for classes Has its own visual debugger
  • 11. UI Creation Tools UE3 – Multiple tools/technologies for similar problems Scaleform for creating ingame UI Custom UI framework for creating UI for mobile platforms The Editor’s UI is built using Windows-based frameworks UE4 - Completely new UI system called Slate Fully platform-agnostic UI system Used to create Unreal Editor’s UI Can be used to create ingame UI Key features Easy to design, layout and style components Easy to create and iterate on UIs
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  • 13. Unreal Editor 3 Interface
  • 14. Unreal Editor 4 Interface
  • 15. Automation System Completely new system comparing to UE3 Provides the ability to perform Unit/Feature testing Unit tests : API-level verification tests Feature tests : System-level verification In-game stats, changing resolution, taking screenshot works Content stress tests Loading all maps, recompiling all blueprints, recompiling all shaders Smoke tests: Unit tests which runs every time in the editor and are considered to be very fast Screenshot-based tests Mostly for testing rendering-related errors
  • 18. Physically Based Materials New Physically Based Shading model Approximates what light does, not what we intuitively think it does Result – more accurate and natural looking Simple properties Base Color Specular Roughness Metallic Values for that properties could be measured in real-world materials Material blending/layering is simple Hard to create physically implausible materials
  • 20. Supported Platforms Unreal 4 was developed targeting high-end PCs and next- gen consoles But supports both iOS and Android platforms Android support is still in its early stages Full list of supported devices could be found on wiki All tested devices are grouped in feature tiers Example of classifying iOS devices by performance tiers
  • 21. Performance Tiers LDR (The highest performance tier supported in UE4) No lighting, no postprocess Basic Lighting Static lighting and precomputed GI features are available Full HDR pipeline with access to some postprocess features like tonemapping Full HDR Lighting Realistic specular reflections on surfaces with support for varying roughness Full support of normal mapped surfaces Full HDR Lighting with per-pixel lighting from the Sun Same as prev. tier, but per-pixel diffuse and specular lighting
  • 22. General Performance Guideline Use post process features only with high-end devices Bloom/DOF is enabled by default (as on PC) Try to disable Such features can easily cost 60+ ms Always profile your game on target devices before considering to use PP feature Control scene complexity Careful control over DIP count (< 700) and triangles count (< 500k) The areas with poor occlusion are going to be the biggest challenge PVS still helps Take care of proper setup visibility volumes and built visibility before run on device Double check materials Try to simplify. Fewer instructions and texture lookups is better Use independent texture fetches. (UVs in pixel shader shouldn’t be changed)
  • 23. Content Creation Guideline Materials Only 5 texture samplers are allowed due to HW limitations Translucent and Masked Materials are extremely expensive. It is recommended that you use opaque Materials wherever possible Several features like Tessellation and Refraction and Subsurface Scattering shading model are not available Only Default and Unlit shading models are available Textures limitations Maximum texture size 2048x2048 PVR compressor limitation Dimension must be a power of 2 Memory usage became more efficient on mobile devices Mesh limitations <= 65k vertices per model <= 75 bones per skeletal mesh
  • 24. Bonus Slide : Documentation Full documentation available online In-editor tutorials Useful to start working with Unreal tools from scratch Samples Library Game samples available online for free Huge source to start Unreal discovering Samples are connected with online documentation Content Example Sample Represents an approach to learn Each level represents a number of stands each of which has its own example asset and doc reference
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