Production Management

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Project Setup

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UE Style Guide

GitHub - Allar/ue5-style-guide: An attempt to make Unreal Engine 4 projects more consistent

Heavily inspired by the Airbnb Javascript Style Guide. This repo is now located at https://github.com/Allar/ue5-style-guide. The default branch of this repository has been renamed main. More technical documentation regarding Linter and the Style Guide can be found at our ReadTheDocs page.

GitHub - Allar/ue5-style-guide: An attempt to make Unreal Engine 4 projects more consistent

Project Version

The version of UE can be identified by accessing available log files or by opening the .uproject file in a text editor.

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Project Settings

Exposure

Project Settings > Editor > Rendering > Default Settings > Auto Exposure

By default, this is enabled.

Disabling and setting this to Manual allows for a consistent exposure level applied throughout environment.

Note that Post-Process Volumes in the scene may override this exposure setting, if enabled.

Sound

Volume Settings

By default, the volume for the Editor is muted, but can be unmuted via Settings (Top Right Corner) > Volume.

This does not impact the volume of sounds in Game mode.

Sound Assets

By default, looping of the sound is disabled, but can be enabled via Details > Sound > Looping for the corresponding sound asset.

Attenuation

Attenuation of a sound actor can be overridden with Details > Attenuation > Override Attenuation.

This enables the Attenuation (Volume) section within Details, where the Function, Shape, Extents, Falloff, and other attenuation parameters can be specified.

Viewport Settings

Quality Settings

Scalability Settings: Setting > Engine Scalability Settings > Quality

Hide Sprites In Viewport

Show > Sprites > Choose from options

Invert Mouse Controls

The following are personal preferences, but documented to identify the process by making these modifications within the UE4 editor.

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  • Edit > Editor Preferences > Level Editor > Viewports > Invert Middle Mouse Pan
  • Decrease Mouse Scroll Camera Speed default from 5 to 2.
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Lighting

Types

Skylight

This provides ambient lighting, typically sourced through a Cubemap.

On the other hand, an accompanying Light Source serving as a sun works in the form of a directional light.

Rect Light

Often used to depict light entering through a wall opening, such as an open door or window.

Mobility

Static

Entirely baked

Low performance cost

Stationary

Shadows are baked similar to Static

Allows for toggling dynamic lighting in game similar to Movable

Movable

Dynamic

Lighting & Exposure

Disabling View Mode > Game Settings will disable the specified exposure under game settings and will instead rely on the EV settings also listed under View Mode.

Note that this edit will only impact the scene view within the Editor, not the final packaged game, cinematic, output.

Cinematics

Workspace Setup

To work with multiple shots in a sequence, set up to have 2 separate viewers, one of which is controlled by the cinematic. This will allow for viewing the final shot sequence through the camera/s perspectives while still having access to the scene for editing.

Resources

Sequencer Cheat Sheet

Sequencer Cheat Sheet

To improve your productivity, several shortcuts have been built into the Sequencer Editor. This page covers the most commonly used actions, shortcuts, and keybindings for working with Sequencer. You can use the following keys to set the keyframe interpolation method for the selected key(s). The commands below do not respond to Numpad entries.

Sequencer Guide

Sequencer - How To's

A How To Guide for creating cinematic sequences with the Sequencer Editor. The Sequencer - How To... pages provide step-by-step examples on how to work with the Sequencer Editor in various capacties inside Unreal Engine 4.

Level Management

Project Load Level

To expedite workflow and project loading, initialize the project with a blank or lightweight placeholder level to be the startup level. Once the UE project is fully loaded, then access other levels as necessary.

Actor-Level Assignments

Select actor/s and right-click intended level to select Move Selected Actors To Level.

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Asset Management

Adding UE Content

Content Browser > Add > Add Feature or Content Pack

This provides a way to quickly integrate UE content, such as templates or available content packs from the UE marketplace into the current project.

Migrate Assets Between Projects

  • Right-click > Asset Actions > Migrate
  • Maintain parent folder hierarchy between projects.

Asset References & Dependencies

Access asset references and dependencies via Reference Viewer.

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Asset Replacement

Replace actors in world by selecting one or more and right-clicking in Viewport to access Replace Selected Actors With.

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Export Content From UE4 To FBX

Select asset from Content Browser > Right-click > Asset Actions > Export

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Simple collisions

Lighting Management

Lighting Intensity Units

Location: Project Settings > Engine > Rendering > Default Settings > Light Units

Options:

  • Unitless
  • Candela
  • Lumens
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Auto Exposure

Source:

Auto Exposure (Eye Adaptation)

Projects upgrading from Unreal Engine 4.24 or earlier to Unreal Engine 4.25 and later will possibly show a different in auto exposure. Significant changes to improve usability and functionality of auto exposure, starting with 4.25, break backward compatibility.

HDRI

Settings

Resolution:

  • Imported
  • Displayed
  • Max-In-Game

Max Texture Size: Match the larger res value of imported HDRI

Mip Gen Settings: NoMipmaps

Source

HDRI Backdrop

It's often desirable to showcase a model in a visually rich context with minimal effort, and using a High Dynamic Range (HDR) image as a backdrop is a common technique to achieve this.The key benefits of using an HDR image as a backdrop for product visualization is that it's relatively quick to set up, it's customizable, and provides beautiful illumination and reflections.

Lightmaps

Importing a mesh without a lightmap will have UE4 set the UV0 as the lightmap.

Adding a lightmap to a mesh in its own UV set, separate from the base UV, should prompt the Lightmap Coordinate Index to be set to 1 so that UE4 uses the second UV set specifically for the lightmap.

FX

Exponential Height Fog allows for enabling Volumetric Fog in scene.

Post Processing Management

Color Grading LUT

Key parameters

  • Mip Gen Settings: Set to NoMipmaps
  • Texture Group: Set to ColorLookupTable

Resource

Using Lookup Tables (LUTs) for Color Grading

A Lookup Table (LUT) can be used to achieve color correction using a Post Process Volume. Instead of using three one-dimensional (1D) lookup tables, a single three-dimensional (3D) Lookup Table is used. This offers more sophisticated color transformation, which can be used for something like desaturation.

Audio Management

Needs to be a sound wave (.wav) file, not an .mp3.

Looping option is accessible in .wav file asset Details.

On This Page

  • Project Setup
  • UE Style Guide
  • Project Version
  • Project Settings
  • Exposure
  • Sound
  • Volume Settings
  • Sound Assets
  • Attenuation
  • Viewport Settings
  • Quality Settings
  • Hide Sprites In Viewport
  • Invert Mouse Controls
  • Lighting
  • Types
  • Mobility
  • Lighting & Exposure
  • Cinematics
  • Workspace Setup
  • Resources
  • Sequencer Cheat Sheet
  • Sequencer Guide
  • Level Management
  • Project Load Level
  • Actor-Level Assignments
  • Asset Management
  • Adding UE Content
  • Migrate Assets Between Projects
  • Asset References & Dependencies
  • Asset Replacement
  • Export Content From UE4 To FBX
  • Simple collisions
  • Lighting Management
  • Lighting Intensity Units
  • Auto Exposure
  • HDRI
  • Settings
  • Source
  • Lightmaps
  • FX
  • Post Processing Management
  • Color Grading LUT
  • Key parameters
  • Resource
  • Audio Management