Introduction

In this section, we will cover the fundamental concepts of level design in Unreal Engine. You will learn how to create and manipulate basic geometry, place actors, and design a simple level layout. By the end of this module, you will have a solid understanding of the tools and techniques used to create engaging and functional game levels.

Key Concepts

  1. Geometry Brushes: Basic building blocks for creating level geometry.
  2. Actors: Objects that can be placed in the level, such as lights, cameras, and static meshes.
  3. Level Layout: The arrangement of geometry and actors to create a playable space.
  4. Lighting: Adding and adjusting lights to enhance the visual appeal and functionality of the level.
  5. Navigation: Ensuring that players can move through the level smoothly.

Geometry Brushes

Geometry brushes are used to create the basic shapes and structures in your level. They can be used to create walls, floors, and other architectural elements.

Types of Geometry Brushes

  • Box Brush: A simple rectangular prism.
  • Sphere Brush: A spherical shape.
  • Cylinder Brush: A cylindrical shape.
  • Cone Brush: A conical shape.

Creating a Box Brush

  1. Open the Modes panel.
  2. Select the BSP tab.
  3. Click on the Box brush.
  4. Click and drag in the viewport to create the box.
// Example: Creating a Box Brush in C++
UBoxComponent* BoxComponent = CreateDefaultSubobject<UBoxComponent>(TEXT("BoxComponent"));
BoxComponent->SetBoxExtent(FVector(100.0f, 100.0f, 100.0f));
RootComponent = BoxComponent;

Placing Actors

Actors are the objects that populate your level. They can be static meshes, lights, cameras, and more.

Placing a Static Mesh

  1. Open the Content Browser.
  2. Find a static mesh asset.
  3. Drag the static mesh into the viewport.
// Example: Placing a Static Mesh in C++
UStaticMeshComponent* MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComponent"));
MeshComponent->SetStaticMesh(SomeStaticMesh);
RootComponent = MeshComponent;

Level Layout

Designing a level layout involves arranging geometry and actors to create a functional and engaging space.

Tips for Effective Level Layout

  • Flow: Ensure that players can move through the level smoothly.
  • Landmarks: Use distinctive features to help players navigate.
  • Balance: Distribute challenges and rewards evenly throughout the level.

Lighting

Lighting is crucial for setting the mood and ensuring that players can see where they are going.

Adding a Light

  1. Open the Modes panel.
  2. Select the Lights tab.
  3. Choose a light type (e.g., Point Light, Directional Light).
  4. Click and drag in the viewport to place the light.
// Example: Adding a Point Light in C++
UPointLightComponent* PointLight = CreateDefaultSubobject<UPointLightComponent>(TEXT("PointLight"));
PointLight->SetIntensity(3000.0f);
PointLight->SetLightColor(FLinearColor::White);
RootComponent = PointLight;

Navigation

Ensuring that players can navigate the level smoothly is essential for a good player experience.

Adding a NavMesh

  1. Open the Modes panel.
  2. Select the Volumes tab.
  3. Choose NavMeshBoundsVolume.
  4. Click and drag in the viewport to create the volume.
// Example: Adding a NavMesh in C++
ANavMeshBoundsVolume* NavMeshVolume = GetWorld()->SpawnActor<ANavMeshBoundsVolume>(ANavMeshBoundsVolume::StaticClass());
NavMeshVolume->SetActorLocation(FVector(0.0f, 0.0f, 0.0f));
NavMeshVolume->SetActorScale3D(FVector(10.0f, 10.0f, 10.0f));

Practical Exercise

Exercise: Create a Simple Room

  1. Create a new level.
  2. Use the Box Brush to create the walls, floor, and ceiling of a room.
  3. Place a static mesh (e.g., a table) in the room.
  4. Add a Point Light to illuminate the room.
  5. Add a NavMeshBoundsVolume to enable navigation.

Solution

  1. Create a new level by selecting File > New Level.
  2. Use the Box Brush to create the walls, floor, and ceiling:
    • Open the Modes panel.
    • Select the BSP tab.
    • Click on the Box brush.
    • Click and drag in the viewport to create the walls, floor, and ceiling.
  3. Place a static mesh:
    • Open the Content Browser.
    • Find a static mesh asset (e.g., a table).
    • Drag the static mesh into the viewport.
  4. Add a Point Light:
    • Open the Modes panel.
    • Select the Lights tab.
    • Choose Point Light.
    • Click and drag in the viewport to place the light.
  5. Add a NavMeshBoundsVolume:
    • Open the Modes panel.
    • Select the Volumes tab.
    • Choose NavMeshBoundsVolume.
    • Click and drag in the viewport to create the volume.

Summary

In this section, you learned the basics of level design in Unreal Engine. You now know how to create and manipulate geometry brushes, place actors, design a level layout, add lighting, and ensure smooth navigation. These skills are fundamental for creating engaging and functional game levels. In the next module, we will delve deeper into Blueprints and how they can be used to add interactivity to your levels.

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