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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

Building lightmaps for a level

Lightmap is a term used for a lighting concept, where all the light data is saved in maps and the lights themselves are disabled at runtime. This means that there will not be a real-time lighting for those baked objects. This is widely used in games in order to reserve GPU calculations for something else.

The process of building a lightmap (lightmass) itself is not complex; it is just a case of hitting the Build button. But what takes some time is the tweaking done before the button is pressed.

The rule of lightmaps is that only static objects can be baked into lightmaps, which means any movable item at the level will not be written to lightmaps, and that includes, but is not limited to, characters and enemies. This means that you have to make sure that the Mobility setting inside the Details panel for all the items that are not meant to move in your scene is set to Static.

Building lightmaps for a level

That takes us half-way to lightmaps. The other important setting is the resolution of...

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