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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

The Swarm Agent


The process of building lightmaps is an automated one, which means there is no specific length of time that it will take. Based on your map or game and its complexity, building lightmaps could take too much time and performance from the machine.

But Unreal Engine is full of supporting tools that are built in such a way as to serve you by saving time and delivering the best content. There is a small C# tool that is connected to the Unreal editor, which plays the role of manager to handle the communications between the lightmass and the editor. That manager is called Swarm Agent.

Swarm Agent is autofired in order to perform its job and stay minimized (this means that you don't have to manually run it from somewhere); it was written to know the time that it has to start and finish its job and then shut down:

For more information about Swarm Agent, you can check the Unreal Engine 3 UDN documentation site, http://udn.epicgames.com/Three/Swarm.html, as Swarm was not well covered within...

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