Description

Book Synopsis
Tom Shannon is a UE4 expert/addict and technical artist with more than a decade of professional experience developing video games and visualizations using Unreal Engine. He is passionate about gaming and game technology as well as visualization and its importance and impact on the real world. He spends his days balancing between building the world alongside architects, engineers, and designers, and then destroying it with giant robots alongside programmers, animators, and effects artists.

Tom lives in Colorado with his beautiful and inspiring wife Serine and his amazing and humbling kids Emma and Dexter. You can find his website at www.TomShannon3D.com.



Table of Contents
Preface xvi
Acknowledgments xxi
About the Author xxii
PART I: UNREAL ENGINE 4 OVERVIEW 1
Chapter 1 Getting Started with Unreal Engine 4 3

What Is Unreal Engine 4? 4
A Brief History of Unreal Engine 5
Introducing Unreal Engine 4 5
UE4 Highlights for Visualization 7
Developing Interactive Visualizations with Unreal Engine 4 7
Unreal Engine 4 Development Requirements 14
Teamwork in Unreal Engine 4 15
Costs of Developing for UE4 16
Cost Savings of UE4 17
Resources and Training 18
Summary 20
Chapter 2 Working with UE4 21
Unreal Engine 4 Components 22
Project Folder Structure 27
Understanding .uasset Files 30
Unreal Engine 4 Content Pipeline 30
Summary 33
Chapter 3 Content Pipeline 35
Content Pipeline Overview 36
3D Scene Setup 38
Preparing Geometry for UE4 39
FBX Mesh Pipeline 48
Texture and Material Workflow 51
Importing to the Content Library 54
Camera Workflow 56
Summary 57
Chapter 4 Lighting and Rendering 59
Understanding Unreal Engine’s Physically Based Rendering (PBR) 60
Lights in UE4 63
Understanding Light Mobility 64
Real-Time Reflections 68
Post-Processing 69
Summary 77
Chapter 5 Materials 79
Materials Overview 80
UE4 Material Editor 81
How Unreal Materials Work 84
Surface Types 88
Material Instances 89
A Simple Material 92
Summary 100
Chapter 6 Blueprints 101
Introducing Blueprints 102
Objects, Classes, and Actors 102
The Player 104
The Player Controller 104
Pawns 106
The World 106
Levels 107
Components 107
Variables and their Types 107
The Tick 108
Class Inheritance 109
Spawning and Destroying 110
Blueprint Communication 111
Compiling the Script 112
Summary 112

PART II: YOUR FIRST UE4 PROJECT 113
Chapter 7 Setting Up the Project 115

Project Scope 116
Creating a New Project from the Launcher 116
Summary 119
Chapter 8 Populating the World 121
Making and Saving a New, Blank Level 122
Placing and Modifying Assets 123
Let there Be Light 125
Moving Around the Scene 128
Building the Architecture 129
Adding Details to Your Structure 130
Summary 134
Chapter 9 Making it Interactive with Blueprints 135
Setting Up the Project 136
Press Play 136
Creating the Pawn 138
Input Mapping 142
Creating the Player Controller Class 144
Adding Input with Blueprints 144
Rotating the View (Looking) 146
Player Movement 147
GameMode 152
Placing the Player Start Actor 155
Summary 156
Chapter 10 Packaging and Distribution 157
Packaged Versus Editor Builds 158
Project Packaging 158
Packaging Options 159
How to Package 160
Launching Your Application 161
Packaging Errors 161
Distributing the Project 162
Using Installers 163
Summary 163

PART III: ARCHITECTURAL VISUALIZATION PROJECT 165
Chapter 11 Project Setup 167

Project Scope and Requirements 168
Setting Up the Project 169
Applying Project Settings 173
Summary 175
Chapter 12 Data Pipeline 177
Organizing the Scene 178
Materials 179
Architecture and Fixtures 179
Exporting the Scene 182
Importing the Scene 184
Prop Meshes 188
Summary 192
Chapter 13 Populating the Scene 193
Scene Building for Visualization 194
Setting Up the Level 194
Placing Architecture Static Meshes 196
Placing Prop Meshes 198
Scene Organization 199
Summary 203
Chapter 14 Architectural Lighting 205
Getting the Most from UE4’s Lighting 206
Static Lighting with Lightmass 207
Adjusting the Sun and Sky Lights 207
Building Lighting 212
Lightmass Settings for Architecture Visualizations 215
Lightmap UV Density Adjustments 218
Placing Interior Lighting 221
Placing Light Portals 222
Using Reflection Probes 223
Post-Process Volume 224
Summary 231
Chapter 15 Architectural Materials 233
What Is a Master Material? 234
Creating the Master Material 236
Creating Material Instances 244
Advanced Materials 249
Summary 256
Chapter 16 Creating Cinematics with Sequencer 257
Getting Started with Sequencer 258
Animating the Camera 261
Editing the Shots 263
Saving 264
Collaborating 264
Rendering to Video 264
Summary 267
Chapter 17 Preparing the Level for Interactivity 269
Setting Up Your Level 270
Adding the Player Start Actor 270
Adding Collision 271
Enabling the Mouse Cursor 277
Creating Post-Process Outlines 278
Summary 279
Chapter 18 Intermediate Blueprints: UMG Interaction 281
Toggling Datasets 282
Making the Variation Level 282
Level Streaming 286
Defining a Player Start Actor 290
Setting Up the Level Blueprint 290
Programming the Switching 294
Testing Time 297
Unreal Motion Graphics (UMG) 299
Back to the Level Blueprint 306
Summary 310
Chapter 19 Advanced Blueprints: Material Switcher 311
Setting the Goal 312
Building the Actor Blueprint 313
Creating Variables 314
Adding Components 319
Creating the Change Material Function 321
Understanding the Construction Script 322
Understanding the Event Graph 327
Populating the Level 331
Playing the Application 334
Summary 336
Chapter 20 Final Thoughts 337
UE4 Continually Changing 338
Future of Visualization 338
Next Steps 339
Virtual Reality 339
Film Making 340
Content Creation 340
Thank You 340

Glossary 341
Index 347



Unreal Engine 4 for Design Visualization

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A Paperback / softback by Tom Shannon

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    View other formats and editions of Unreal Engine 4 for Design Visualization by Tom Shannon

    Publisher: Pearson Education (US)
    Publication Date: 31/08/2017
    ISBN13: 9780134680705, 978-0134680705
    ISBN10: 0134680707

    Description

    Book Synopsis
    Tom Shannon is a UE4 expert/addict and technical artist with more than a decade of professional experience developing video games and visualizations using Unreal Engine. He is passionate about gaming and game technology as well as visualization and its importance and impact on the real world. He spends his days balancing between building the world alongside architects, engineers, and designers, and then destroying it with giant robots alongside programmers, animators, and effects artists.

    Tom lives in Colorado with his beautiful and inspiring wife Serine and his amazing and humbling kids Emma and Dexter. You can find his website at www.TomShannon3D.com.



    Table of Contents
    Preface xvi
    Acknowledgments xxi
    About the Author xxii
    PART I: UNREAL ENGINE 4 OVERVIEW 1
    Chapter 1 Getting Started with Unreal Engine 4 3

    What Is Unreal Engine 4? 4
    A Brief History of Unreal Engine 5
    Introducing Unreal Engine 4 5
    UE4 Highlights for Visualization 7
    Developing Interactive Visualizations with Unreal Engine 4 7
    Unreal Engine 4 Development Requirements 14
    Teamwork in Unreal Engine 4 15
    Costs of Developing for UE4 16
    Cost Savings of UE4 17
    Resources and Training 18
    Summary 20
    Chapter 2 Working with UE4 21
    Unreal Engine 4 Components 22
    Project Folder Structure 27
    Understanding .uasset Files 30
    Unreal Engine 4 Content Pipeline 30
    Summary 33
    Chapter 3 Content Pipeline 35
    Content Pipeline Overview 36
    3D Scene Setup 38
    Preparing Geometry for UE4 39
    FBX Mesh Pipeline 48
    Texture and Material Workflow 51
    Importing to the Content Library 54
    Camera Workflow 56
    Summary 57
    Chapter 4 Lighting and Rendering 59
    Understanding Unreal Engine’s Physically Based Rendering (PBR) 60
    Lights in UE4 63
    Understanding Light Mobility 64
    Real-Time Reflections 68
    Post-Processing 69
    Summary 77
    Chapter 5 Materials 79
    Materials Overview 80
    UE4 Material Editor 81
    How Unreal Materials Work 84
    Surface Types 88
    Material Instances 89
    A Simple Material 92
    Summary 100
    Chapter 6 Blueprints 101
    Introducing Blueprints 102
    Objects, Classes, and Actors 102
    The Player 104
    The Player Controller 104
    Pawns 106
    The World 106
    Levels 107
    Components 107
    Variables and their Types 107
    The Tick 108
    Class Inheritance 109
    Spawning and Destroying 110
    Blueprint Communication 111
    Compiling the Script 112
    Summary 112

    PART II: YOUR FIRST UE4 PROJECT 113
    Chapter 7 Setting Up the Project 115

    Project Scope 116
    Creating a New Project from the Launcher 116
    Summary 119
    Chapter 8 Populating the World 121
    Making and Saving a New, Blank Level 122
    Placing and Modifying Assets 123
    Let there Be Light 125
    Moving Around the Scene 128
    Building the Architecture 129
    Adding Details to Your Structure 130
    Summary 134
    Chapter 9 Making it Interactive with Blueprints 135
    Setting Up the Project 136
    Press Play 136
    Creating the Pawn 138
    Input Mapping 142
    Creating the Player Controller Class 144
    Adding Input with Blueprints 144
    Rotating the View (Looking) 146
    Player Movement 147
    GameMode 152
    Placing the Player Start Actor 155
    Summary 156
    Chapter 10 Packaging and Distribution 157
    Packaged Versus Editor Builds 158
    Project Packaging 158
    Packaging Options 159
    How to Package 160
    Launching Your Application 161
    Packaging Errors 161
    Distributing the Project 162
    Using Installers 163
    Summary 163

    PART III: ARCHITECTURAL VISUALIZATION PROJECT 165
    Chapter 11 Project Setup 167

    Project Scope and Requirements 168
    Setting Up the Project 169
    Applying Project Settings 173
    Summary 175
    Chapter 12 Data Pipeline 177
    Organizing the Scene 178
    Materials 179
    Architecture and Fixtures 179
    Exporting the Scene 182
    Importing the Scene 184
    Prop Meshes 188
    Summary 192
    Chapter 13 Populating the Scene 193
    Scene Building for Visualization 194
    Setting Up the Level 194
    Placing Architecture Static Meshes 196
    Placing Prop Meshes 198
    Scene Organization 199
    Summary 203
    Chapter 14 Architectural Lighting 205
    Getting the Most from UE4’s Lighting 206
    Static Lighting with Lightmass 207
    Adjusting the Sun and Sky Lights 207
    Building Lighting 212
    Lightmass Settings for Architecture Visualizations 215
    Lightmap UV Density Adjustments 218
    Placing Interior Lighting 221
    Placing Light Portals 222
    Using Reflection Probes 223
    Post-Process Volume 224
    Summary 231
    Chapter 15 Architectural Materials 233
    What Is a Master Material? 234
    Creating the Master Material 236
    Creating Material Instances 244
    Advanced Materials 249
    Summary 256
    Chapter 16 Creating Cinematics with Sequencer 257
    Getting Started with Sequencer 258
    Animating the Camera 261
    Editing the Shots 263
    Saving 264
    Collaborating 264
    Rendering to Video 264
    Summary 267
    Chapter 17 Preparing the Level for Interactivity 269
    Setting Up Your Level 270
    Adding the Player Start Actor 270
    Adding Collision 271
    Enabling the Mouse Cursor 277
    Creating Post-Process Outlines 278
    Summary 279
    Chapter 18 Intermediate Blueprints: UMG Interaction 281
    Toggling Datasets 282
    Making the Variation Level 282
    Level Streaming 286
    Defining a Player Start Actor 290
    Setting Up the Level Blueprint 290
    Programming the Switching 294
    Testing Time 297
    Unreal Motion Graphics (UMG) 299
    Back to the Level Blueprint 306
    Summary 310
    Chapter 19 Advanced Blueprints: Material Switcher 311
    Setting the Goal 312
    Building the Actor Blueprint 313
    Creating Variables 314
    Adding Components 319
    Creating the Change Material Function 321
    Understanding the Construction Script 322
    Understanding the Event Graph 327
    Populating the Level 331
    Playing the Application 334
    Summary 336
    Chapter 20 Final Thoughts 337
    UE4 Continually Changing 338
    Future of Visualization 338
    Next Steps 339
    Virtual Reality 339
    Film Making 340
    Content Creation 340
    Thank You 340

    Glossary 341
    Index 347



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