Unreal Engine 5 - Automation using Editor Utility Widgets

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课程主页: https://www.udemy.com/course/unreal-engine-5-blueprint-prefabs-editor-utility-widgets/

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**课程名称:** Unreal Engine 5 - 使用 Editor Utility Widgets 实现自动化 **课程概述:** 本课程专为希望通过使用 UE5 的 Editor Utility Widgets 和蓝图(Blueprints)技术自动化环境构建流程的学习者设计。课程内容将引导您掌握如何创建数据驱动的蓝图预制件(Prefab)建筑和其他结构,并利用模块化静态网格体(Modular Static Meshes)和向量数学(Vector Maths)技术进行高效placement。 **核心要点:** * **模块化环境构建:** 学习如何使用模块化静态网格体构建复杂环境。 * **数据驱动设计:** 掌握使用数据资产(Data Assets)驱动蓝图预制件的创建,实现高度的灵活性和可扩展性。 * **Editor Utility Widgets:** 深入了解 Editor Utility Widgets 的应用,用于在编辑器设计阶段管理数据资产,并实现自动化工具。 * **蓝图(Blueprints)为主:** 整个课程完全基于蓝图开发,无需 C++ 知识。 * **Pivot Point 和尺寸计算:** 学习如何在蓝图中准确计算静态网格体的 Pivot Point 位置和尺寸。 * **预制件工具开发:** 手把手教学构建一个基础的预制件工具,并提供一个更高级的预制件工具供自学。 * **ULAG-Snap & Swap:** 课程包含 ULAG-Snap & Swap 工具(以学生项目形式提供,供进一步研究,不包含代码讲解),这是一个用于构建大型环境的自动化工具。 * **电影级场景制作:** 简要介绍电影级场景的创建过程,并展示一些提升视觉效果的技巧。 **课程结构:** * **第一、二部分:** 讲解基础概念,通过简单示例项目和概念图演示。 * **第三部分:** 逐步开发一个基础的预制件工具。 * **第四部分:** 逐步创建 Editor Utility Widget。 * **第五部分:** 提供已开发工具的使用 walkthrough。 * **第六部分 (扩展):** 提供高级预制件工具的自学材料和 walkthrough。蓝图代码包含注释,方便自学。 * **第七部分 (扩展):** 介绍电影级环境的创建过程,分享一些提升画面质感的技巧。 **交付成果:** * 提供 Unreal Engine 5.4 项目文件,无需额外依赖。 * ULAG-Snap & Swap 工具(学生项目)。 **适合人群:** * 希望提高 UE5 环境构建效率的游戏开发者、环境艺术家。 * 对使用蓝图进行自动化工具开发感兴趣的学习者。 * 需要创建大量重复性结构(如建筑、城市景观)的项目成员。

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课程详情

MAJOR UPDATE: This course now includes a copy of ULAG-Snap & Swap for Free as Student Project for further Research - An Automation Tool to use with any Modular Asset to construct Huge environments. It is an Editor Utility Widget and a complete product developed only using Blueprints. Please Refer Section-8 [Lecture 48] (ULAG-Snap & Swap is provided as a student project for self study. Code walk through is not provided for the same.)In this Unreal Engine 5 Course, you will learn the techniques to construct data driven Blueprint Prefab Buildings and other Structures using Modular Static Meshes and Editor Utility Widgets. The concepts to calculate the Pivot Point Locations and measure the dimensions for the Static Mesh in Blueprints is covered. Using the Vector Maths techniques, Modular meshes are placed within an Actor Blueprint in a data driven way using Data Assets. Editor Utility Widgets are used to manage the data assets. The Editor Utility Widgets are run in the editor during design time.Only Blueprints are used in this course and no C++ knowledge is needed.In Section1 and 2, the needed concepts are explained in Blueprints using a simple sample project and concept diagrams.In Section 3, a basic version of the Building Prefab Tool will be developed step by step.In Section 4, Editor Utility Widget will be created step by step.The Unreal Engine 5.4 project for the Tool Developed will be shared with no dependencies needed.In Section 5, A Walkthrough will be provided to use the tool developed so far.In the Extended Section 6, The Self Study Material - Advanced Prefab Tool is provided with a walkthroughto build an advanced Prefab Structure.The Blueprints are Documented using Comments for Self Study.In the Extended Section 7 - A Cinematic Environment creation process is covered. The Environment Creation Section is not very detailed as the focus of the course is about Building the Prefab structure using Editor Utility Widgets. The Process is explained at a high level with a walkthrough. But a lot of interesting features are covered to bring the Cinematic look to the scene.

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