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Architectural Visualization in Unreal Engine 5

You're reading from   Architectural Visualization in Unreal Engine 5 Create photorealistic architectural interior renderings in UE5

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Product type Paperback
Published in Feb 2024
Publisher Packt
ISBN-13 9781837639762
Length 496 pages
Edition 1st Edition
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Author (1):
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Ludovico Palmeri Ludovico Palmeri
Author Profile Icon Ludovico Palmeri
Ludovico Palmeri
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Table of Contents (24) Chapters Close

Preface 1. Part 1: Building the Scene
2. Chapter 1: Setting Up the Project FREE CHAPTER 3. Chapter 2: Preparing the Scene 4. Chapter 3: Importing the Scene 5. Chapter 4: Managing Your Assets 6. Part 2: Illuminating and Materializing the Scene
7. Chapter 5: Lighting in Unreal – the Essentials 8. Chapter 6: Lighting the Scene 9. Chapter 7: Exploring Materials 10. Chapter 8: Creating Architectural Materials 11. Chapter 9: Detailing the Scene with Decals 12. Part 3: Completing the Scene
13. Chapter 10: Making Interactive Elements Using Blueprints 14. Chapter 11: Communicating between Blueprints 15. Chapter 12: Optimizing the Scene 16. Part 4: Rendering the Scene
17. Chapter 13: Setting Up Cameras 18. Chapter 14: Post-Processing Images 19. Chapter 15: Discovering the Sequencer 20. Chapter 16: Rendering the Scene 21. Index 22. Other Books You May Enjoy Appendix:Substrate Materials

Communicating between Blueprints

In the previous chapter, we embarked on a journey of discovery into the Blueprint system. We obtained an overview of its various aspects and even crafted our first Blueprint actor—an interactive floor lamp. Now, let’s take a step further and delve into more advanced examples. Our focus will be on exploring two topics introduced earlier (level and widget blueprints), which we’ll reinforce through practical exercises, as the theory has already been explained.

These powerful tools allow us to interact with actors and scenes during runtime, be it within gameplay or cinematic sequences. Before we dive into these topics, it’s crucial to grasp the fundamental knowledge of blueprint communication. We’ll explore concepts such as casting, interfaces, and Dispatchers—tools that enable blueprints to effectively “talk” with one another. So, let’s embrace these new challenges …ready for that...

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