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开始使用UE4_Get Started with UE4

2016年08月28日 20:40:5516020

Get Started with UE4
开始使用UE4


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开始使用UE4_Get Started with UE4 UE4教程 第1张Starting Out——开始出发

开始使用UE4_Get Started with UE4 UE4教程 第2张开始使用UE4_Get Started with UE4 UE4教程 第3张开始使用UE4_Get Started with UE4 UE4教程 第4张
Level Designer Quick Start
关卡设计师快速入门 
Artist Quick Start
美术师快速入门 
Programming Quick Start
程序员快速入门 
开始使用UE4_Get Started with UE4 UE4教程 第5张开始使用UE4_Get Started with UE4 UE4教程 第6张开始使用UE4_Get Started with UE4 UE4教程 第7张
Unreal Engine 4 Terminology
虚幻引擎4术语 
Unreal Engine 4 For Unity Developers
为UNITY开发者准备的虚幻4引擎 
Tools and Editors
工具和编辑器 


Additional Information 
附加信息

•Required Hardware and Software  硬件和软件需求
•Release Notes  版本注释

开始使用UE4_Get Started with UE4 UE4教程 第8张Editor Basics
     编辑器基础


Project is a self-contained unit that holds all the content and code that make up an individual game and coincides with a set of directories on your disk. For example, in the image below the Hierarchy Tree of the Content Browser contains the same directory structure found inside your Project folder on your disk. 
一个项目是一个独立的单元,所有的内容和代码组成一个个人游戏,将他们放置在你的磁盘上的目录中。举个例子来说,内容浏览器中树形结构图中的图片其实是映射了在你磁盘上的文件。

开始使用UE4_Get Started with UE4 UE4教程 第9张
Click image for full view. 点击看大图。

Although a Project is often referenced by the .uproject file associated with it, they are two separate files that exist alongside each other. The .uproject is a reference file used to create, open, or save a file, whereas the Project contains all of the files and folders associated with it. 
尽管一个项目经常被 .uproject文件引用,但它们是两个互相关联的独立的文件。 .uproject文件是一个索引文件,用于打开,或保存一个文件,而项目文件夹包含所有与之相关的文件和文件夹。

You can create any number of different Projects which can all be maintained and developed in parallel. Both the Engine (and Editor) can easily switch between them which will allow you to work on multiple games at once or have several test projects in addition to your main game Project. 
您可以创建任意数量的不同的项目,都可以并行地维护和开发 。可以很容易的在引擎(和编辑器)之间切换,除了你的主游戏项目之外,将允许您在多个游戏工作或有几个测试项目之间进行切换。
In Unreal Editor, the scenes in which you create your game experience are generally referred to as Levels. You can think of a level as a 3D environment into which you place a series of objects and geometry to define the world your players will experience. Any object that is placed in your world, be it a light, a mesh, or a character, is considered to be an Actor. Technically speaking, Actor is a programming class used within the Unreal Engine to define an object that has 3D position, rotation, and scale data. For sake of ease, however, it will be easiest to think of an Actor as any object that can be placed in your levels
在虚幻引擎当中,你在游戏里面所看到、体会到的场景一般都会被称为关卡(Levels)。你或许可以将一个关卡视为一个3D的环境,在这个环境下你将会放置一系列的物品和集合体来形成游戏玩家眼中的世界。任何你放入的物品,例如灯光,几何体,或者是角色,在这里将会被称为角色(Actor)。从技术上来说,角色是程序中的一个类,它在虚幻引擎中被作为一个拥有三维坐标,旋转和尺寸的部件调用。简单点说,角色就是你可以放置在你关卡里面的东西。

Level Designer Quick Start 关卡设计师快速入门
Level Editor Walkthrough  关卡编辑器攻略
Level Editor Toolbar 关卡编辑器工具栏

开始使用UE4_Get Started with UE4 UE4教程 第10张 Editor Viewports
     编辑器视窗


The Viewports are your window into the worlds you create in Unreal. They can be navigated just as you would in a game, or can be used in a more schematic design sense as you would for an architectural blueprint. The Unreal Editor viewports contain a variety of tools and visualizers to help you see exactly the data you need. 
视窗是你欣赏你所创建的虚幻世界的窗口。他们可以像你在游戏里面一样移动,又或者是在进行一个严谨的设计,例如建筑蓝图的设计的时候被利用。虚幻编辑器里面所包含的视点包含了大量的工具以及形成的图像来帮助你看到你需要的数据。
Viewport Basics 视窗的基础知识
Viewport Controls 视图控制
 

开始使用UE4_Get Started with UE4 UE4教程 第11张 Editor Modes
     编辑器模型

The Modes panel contains a selection of various tool modes for the Editor. These change the primary behavior of the Level Editor for a specialized task, such as placing new assets into the world, creating geometry brushes and volumes, painting on meshes, generating foliage, and sculpting landscapes. 
在模型(Modes)面板下面包含有各种各样的画刷模型以供进行选择。这些选择将会改变关卡编辑器的基本情况来迎合特定的功能需求。例如添加新的元素,创建几何画刷以及几何体,对现有模型进行填充,产生树叶,修整地形等等。

Level Editor Modes  关卡编辑器模型  

开始使用UE4_Get Started with UE4 UE4教程 第12张 Actors & Geometry
         角色和几何体

At its most basic level, creating levels boils down to placing items in a map inside Unreal Editor. These items may be world geometry, decorations in the form of Brushes, Static Meshes, lights, player starts, weapons, or vehicles. Which items are added when is usually defined by the particular workflow used by the level design team. 
从最基本的层面上来说,创建关卡就是将元件放入虚幻编辑器的地图。这些元件也许是几何体(geometry),装饰(decorations),静态元件(static meshes),灯光(lights),玩家开始点(player starts),武器(weapons)或者是交通工具(vehicles)。至于元件放置的先后顺序,往往取决于开发团队的工作流程。  

Placing Actors  放置角色 
Geometry Actors  几何角色
Transforming Actors 变换角色


开始使用UE4_Get Started with UE4 UE4教程 第13张  Content Browser
          内容浏览器
 

The Content Browser is the primary area of the Unreal Editor for creating, importing, organizing, viewing, and modifying content assets within Unreal Editor. It also provides the ability to manage content folders and perform other useful operations on assets, such as renaming, moving, copying, and viewing references. The Content Browser can search for and interact with all assets in the game. 
内容浏览器是虚幻编辑器中用于创建、导入、管理、浏览和修改编辑器中的附件(assets)的基础区域。同时也提供了管理文件夹以及附件管理的实用的功能,例如重命名文件,移动文件,拷贝文件和浏览文件关联。在内容浏览器中可以搜索并修改任何游戏中的附件。  

Artist Quick Start  美工快速入门
Assets and Packages 资源和打包
Content Browser  内容浏览器


开始使用UE4_Get Started with UE4 UE4教程 第14张  Lighting
         灯光照明
 

Lighting your scenes is accomplished using Light Actors that act as light sources and contain properties to determine the characteristics of the light, such as: 
完成照亮你的场景的工作是通过使用灯光物体来作为光源,它包含了一些特定的灯光属性,像:
•How bright the light is 如何点亮灯光
•What color the light is 什么是颜色光 

There are also different kinds of lights that emit light in different ways. For example, a standard light bulb emits light in all directions. In Unreal Engine, this is called a point light. In other circumstances, the light emitted is physically limited by making the back of the bulb opaque, such as with a flood light. This would be a spot light. Outdoor lighting from the sun - because it is located so far away - appears to come more from a direction instead of from a single location. To simulate this type of lighting, a directional light is available.  
有不同发光方式的不同种类的灯。举例来说,一个标准的灯泡所发出的光是向着四面八方的。在虚幻引擎当中,这杯叫做一个point light【点光源】。在其他情况下,灯光放射出的光会被物理所挡住让其变得不透明,例如泛光照明等。使用定方向光可以模拟这种类型的照明。
Lighting Quick Start Guide   照明快速指南
Lighting Basics  灯光基础


开始使用UE4_Get Started with UE4 UE4教程 第15张  Materials & Shading
         材质和着色器

A Material is an asset that can be applied to a mesh to control the visual look of the scene. At a high level, it is probably easiest to think of a Material as the "paint" that is applied to an object. But even that can be a little misleading, since a Material literally defines the type of surface from which your object appears to be made. You can define its color, how shiny it is, whether you can see through the object, and much more. 
材质是一种资源,可以应用于网格物体上,来控制场景的视觉外观。在高级关卡中,可以很容易的认为材质是应用于一个对象的“漆”。但即便如此,可能有点误导,因为材质 从字面上定义了类型对象的表面出现。你可以定义它的颜色,他的光泽度,任何你可以通过这个物体所看到的,甚至更多。
In more technical terms, when light from the scene hits the surface, a Material is used to calculate how that light interacts with that surface. These calculations are done using incoming data that is input to the Material from a variety of images (textures) and math expressions, as well as from various property settings inherent to the Material itself. 
更深入的技术解释一下,当光从场景中碰撞到表面时,材质用于计算出光与表面相互作用。这些计算是通过使用传入的数据输入材质从不同的图像(纹理)和数学表达式,以及各种材料本身固有的属性设置。 
Unreal Engine 4 utilizes a physically-based shading model. This means that rather than defining a Material using arbitrary properties (such as Diffuse Color and Specular Power), you instead use properties more easily relatable to the real world. These include Base Color, Metallic, Specular, and Roughness. 
虚幻引擎4利用基于实物的阴影模型。这意味着不是使用任意属性定义一个材质(比如漫射颜色和高光率),用替代的属性更容易接近现实世界。这些包括基本色,金属、镜面和粗糙度。 
Essential Material Concepts  基本的材质概念 

开始使用UE4_Get Started with UE4 UE4教程 第16张  Blueprints Visual Scripting 
          蓝图可视化脚本

The Blueprints Visual Scripting system in Unreal Engine is a complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor. This system is extremely flexible and powerful as it provides the ability for designers to use virtually the full range of concepts and tools generally only available to programmers. 
虚幻引擎的蓝图可视化脚本系统是在一个完整的游戏脚本系统概念的基础上,使用基于节点接口从虚幻编辑器中创建的游戏元素。这个系统非常灵活且异常强大,因为它将通常只提供给程序员使用的几乎全方位的概念和工具提供给了设计师。
Introduction to Blueprints 蓝图简介
开始使用UE4_Get Started with UE4 UE4教程 第17张  Programming
          编程


Implementing gameplay and modifying the engine are essential aspects of any game project. Unreal Engine gives you the ability to implement gameplay through code or visually using Blueprints or even create a plugin that modifies or extends the engine and editor to add completely custom functionality for designers or artists to use.  
实现游戏和修改引擎方面对任何的游戏项目都至关重要。虚幻引擎使您能够通过代码实现游戏或使用视觉化的蓝图甚至创建一个插件,让设计师或艺术家修改或扩展引擎和编辑器为其添加完全自定义功能。

Programming Quick Start 编程快速入门
Programming Basics  编程基础
Learn About the Game Framework 了解游戏框架

开始使用UE4_Get Started with UE4 UE4教程 第18张   Playtest Your Game
      测试你的游戏

Test and debug your levels and gameplay using Unreal Engine's built-in features. Get real-time feedback directly in the editor using Play In Editor mode, and even inspect and manipulate the objects in the game while it is running using Simulate In Editor mode. Make changes to gameplay code, recompile, and update the game during play using Hot Reload.
使用虚幻引擎内置的功能测试和调试你的关。使用编辑器在编辑模式下直接获得实时反馈,甚至是在编辑器中使用模拟模式下运行时候,在游戏中检查和操作的对象。在游戏运行时修改游戏代码,编译,使用热加载。 
In-Editor Testing (Play & Simulate)   在编辑器内测试(播放和模拟)
Platforms 平台 
iOS Quick Start iOS快速入门 
Android Quick Start Android快速入门
Oculus Rift Quick Start  
Oculus Rift头戴显示器快速入门

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