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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