Intro/Showcase
00:00:00Unreal Engine 5.2 introduces Lumen and Nanite, enabling dynamic lighting and reflections for photorealistic architectural presentations without the need to rebake scenes. This course focuses on optimizing performance while using heavy meshes from libraries like Megascans, ensuring high-quality visuals even with limited hardware capabilities. The instructor will demonstrate creating interactive objects through blueprints later in the course, emphasizing that optimization is key to achieving desired frame rates based on specific hardware setups.
VR Headset Setup
00:03:05Setting up the Meta Quest 2 VR headset involves connecting it to a computer, which can vary by model. The Oculus app is recommended for this process; download it and log in with your account. Follow instructions to add the headset, ensuring it's connected via cable or wirelessly through Air Link on the same Wi-Fi network as your PC. If using another VR headset, SteamVR setup is similar and widely documented online.
VR Project Settings
00:06:54Creating a New VR Project in Unreal Engine To create a new VR project in Unreal Engine, launch version 5.2 or the latest available version and select the VR template without starter content. Name your project appropriately and initiate it; this process will compile shaders which may take longer on first start-up. This course is designed for those with some prior knowledge of Unreal Engine basics, focusing specifically on optimizing VR settings.
Setting Up Headset Recognition & Quality Adjustments After launching the project, ensure that your headset is recognized by switching to 'VR preview' mode once it's powered on and connected properly. The default quality settings are insufficient as they lack advanced features like Lumen and Nanite; thus adjustments must be made to enhance visual fidelity while maintaining performance thresholds.
Optimizing Graphics Settings In Project Settings, enable DirectX 12 and SM6 shader formats before changing target hardware optimization from mobile to desktop scalable—this requires restarting the editor each time changes are applied. Disable static lighting for dynamic lighting effects only, untick forward shading options not relevant for desktop rendering, then configure global illumination using Lumen at an appropriate resolution based on system capabilities.
UE5 Light Setup
00:20:04Enhancing Scene Realism with Dynamic Lighting Enabling Lumen enhances the realism of shadows and lighting in a scene. To optimize light sources, switch them from static to movable for dynamic effects. Unnecessary lights are removed to streamline testing, while essential tools like the environment light mixer are utilized for creating skylight and atmospheric elements.
Optimizing Settings for Virtual Reality Experience Adjusting project settings is crucial for VR performance; disabling instance stereo can alleviate issues. A post-process volume helps manage brightness levels by tweaking exposure compensation and lens flare intensity, ensuring comfort when using a VR headset.
Balancing Quality and Performance in Unreal Engine Testing frame rates reveals that maintaining medium scalability improves performance without sacrificing quality significantly. Introducing Nanite into the scene will further enhance visual fidelity as adjustments continue based on real-time feedback during gameplay tests.
Nanite and Datasmith
00:33:00Maximizing Performance with Nanite Optimization Nanite is a dynamic geometry optimization tool developed by Unreal Engine, allowing for high complexity models without significant performance loss. In the current scene, only some objects are utilizing Nanite; thus, all relevant static meshes need to be enabled for it. After cleaning up unnecessary elements in the scene and ensuring that key components like floors and platforms utilize Nanite effectively, adjustments can be made accordingly.
Seamless Importing Using Datasmith To import 3D models into Unreal Engine from Rhino or similar software, Datasmith serves as an essential plugin. Users must ensure that Datasmith CAD importer is activated within project settings before importing files through designated folders in the content browser. Once imported successfully into their respective locations within the engine's hierarchy structure, further modifications can enhance organization and usability of these assets.
Refining Geometry Scale for Visual Cohesion After importing geometries using Datasmith into Unreal Engine’s environment setup requires adjusting scale dimensions to fit design intentions accurately while maintaining visual integrity across various scenes. The platform size should align correctly with architectural features such as terraces or walls—ensuring neatness throughout spatial arrangements enhances overall aesthetics during navigation tests later on.
.Collision Management: Ensuring Accurate Interactions. Ensuring proper collision detection involves selecting every piece of imported geometry to adjust collision properties collectively via bulk editing tools available in asset actions menus inside UE5 interface options efficiently manage interactions between player characters and environmental structures seamlessly enhancing gameplay experience significantly when navigating around complex spaces created earlier
Materials and Quixel Bridge
00:55:21Efficient Glass Material Creation Creating materials for VR applications follows a straightforward process similar to architectural visualization, with glass being an exception due to its performance cost. To create a glass material, start by setting up parameters like base color, metallic value, roughness, and opacity in the material editor. Adjust blending modes from opaque to translucent and set lighting models accordingly while ensuring values are optimized for visual clarity without excessive resource use.
Leveraging Quixel Bridge for Realism To apply photorealistic materials in Unreal Engine efficiently utilize Quixel Bridge as it provides access to a vast library of assets including textures and geometries. After downloading desired assets such as flooring or natural elements like rocks or mossy ground patches from Quixel Bridge's catalog into your project folder is essential before applying them directly onto selected surfaces within the scene.
Optimizing Landscape Assets in VR In VR environments where heavy foliage can hinder performance it's crucial to opt for lighter landscape features instead of dense forests; Icelandic rock formations serve well here. Downloading various nature-themed 3D assets allows you flexibility while maintaining graphical fidelity without overwhelming system resources during rendering processes—ensuring smooth gameplay experience even under load conditions.
Performance Testing Post-Integration Testing asset integration involves checking frame rates during gameplay after placing multiple instances of downloaded meshes throughout the environment. Maintaining stable frames per second indicates successful optimization despite increased complexity; however any glitches should be monitored closely post-recording sessions since they may arise due either software limitations or recording interference rather than actual mesh issues themselves.
Timelapse
01:16:29Timelapse reveals a transformed environment suitable for demonstrating the use of nanite in VR. The focus shifts to creating collision effects for projectiles and developing materials that emit light, enhancing visual exploration with lumen technology.
Emissive Projectiles
01:18:45Creating Emissive Projectiles To create emissive projectiles, start by making a new material called 'emissive' in the materials tab. Set both base and emissive colors to desired values, using parameters for strength and color adjustments. Create a material instance from this base material to easily modify properties like brightness while testing different strengths.
Implementing Bounce Mechanics Modify the projectile's blueprint by enabling bounce functionality within its movement settings. Change the static mesh’s element 0 material to use your newly created emissive instance for visual effects when fired. This setup allows bullets that emit light upon firing, enhancing gameplay dynamics.
Interacting with Door
01:25:10Setting Up Input Actions for Door Interaction To enable door interaction in Unreal Engine, create action mappings for both left and right triggers. This involves setting up input actions that will be triggered when the respective buttons are pressed. The process includes defining these inputs within the VR template's mapping context.
Implementing Line Trace Functionality After creating input actions, implement them into your player character or pawn blueprint to initiate a line trace from the controller whenever an interact button is pressed. This line trace determines if any object is hit by projecting a beam forward from where the player's hand/controller is located.
Creating Blueprint Interfaces for Interactions The next step involves establishing what happens upon hitting an object with our line trace—specifically triggering interactions with objects like doors using blueprints and interfaces. Create an interface that allows communication between different blueprints when they detect being interacted with via traces.
Testing Actor Setup for Interaction Responses Set up a testing actor (interact box) which can respond to interactions initiated through our previously defined interface system. When this actor receives interaction signals, it should execute specific behaviors such as rotating or changing state based on user inputs received during gameplay sessions.
Moving Sun in VR
02:35:40Establishing Dynamic Lighting Stability The focus is on achieving stability in a virtual environment by implementing dynamic lighting using Lumen. The player start node is repositioned inside the building to enhance perspective, and the level blueprint is accessed for controlling light behavior. A directional light representing the sun is introduced, with its rotation captured to establish initial settings.
Implementing Continuous Sun Movement To create continuous sunlight movement, a counter variable increments over time during each tick of the level. This counter influences both pitch and yaw rotations of the sun's directional light through sinusoidal adjustments for natural motion dynamics. By mapping these values appropriately within defined thresholds, realistic solar movement can be achieved.
Finalizing Visual Dynamics After adjusting quality settings for optimal performance in Lumen reflections and scene lighting, testing reveals successful dynamic interactions between sunlight and shadows within various spaces of the environment. Final tweaks involve aesthetic enhancements like color corrections while preparing an executable file version that clients can easily access on their headsets.
Final Adjustments and Publishing
02:51:18Control Light Movement Speed Adjusting the speed of light movement involves modifying a multiplier in the level blueprint. By multiplying the counter by 100, you can significantly increase its speed for testing purposes. Additionally, using an observer camera allows for better troubleshooting during development.
Optimize Visual Settings To enhance visual quality while optimizing performance, adjust fog settings and lighting intensities within your environment mixer. Avoid volumetric fog due to VR limitations but consider increasing indirect lighting intensity to improve shadow brightness without overwhelming brightness levels overall.
Final Steps Before Publishing Publishing requires selecting appropriate options based on project needs; choose 'development' over 'shipping' for more debugging information. Ensure Visual Studio is installed to avoid common errors during packaging and utilize online resources when encountering issues with compilation errors before finalizing your project deployment.
Final Output
03:04:38Seamless Execution in a Realistic Environment The headset microphone is set up, and the executable file runs smoothly. The environment looks stable with improved lighting effects like Global Illumination and Reflections. Interaction elements are limited, but the realism of the space feels close to reality; it's ready for client feedback.
Satisfaction Amidst Imperfections Exploration reveals some texturing issues but overall satisfaction with stability and frame rates around 45 FPS is noted. Dynamic lighting enhances visual appeal significantly. A call to action encourages support through Patreon for access to project files while expressing excitement about future updates as technology improves.