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Unreal Engine Quiz

CompSci Vocab

TermDefinition
Launch Giving the game to someone else
Cinematic animation (video editing)
Build adjusts lighting like shadows, rendering
Modes This panel lets you select between tools such as the Landscape tool and the Foliage tool and the Place tool
Place tool Default tool
Tool Bar Consists of a variety of different functions
Play most used function in the toolbar
World Outliner Displays all the objects by default (located to the right), items are organized by putting related name items into folders by type
Detail Any object selected will have its properties displayed, panel is used to edit setting of object. Only changes instance of object
Viewport View of your level, displays contents of level; cameras, actors, static meshes
Modes Also known as place actors are already default modes set on the side because they are the most used
Place Actor / Modes location left
Content Browser Location bottom
World Outliner location right
default used the most
Sphere Reflection Capture adjusts reflection in world; mostly for metals
Material Asset that can be applied to a mesh to control the visual look of the scene (paint) - defines the surface from which an object appears to be made and used to calculate how that light interacts with that surface
Textures images that are used in materials, they are mapped to the surfaces the material is applied to. Often created externally through image editing application or Render Textures in Content Browser
Texels values of the texture's pixels, used within the materials as masks or for other calculations
Project holds all the contents of your game. It contains a number of folders on your disk, such as Blueprints and Materials.
Blueprint Visual Scripting system is a complete gameplay scripting system that uses a node-based interface to create gameplay elements from within Unreal Editor. As with many common scripting languages, it is used to define object-oriented (OO) classes or objects in the engine.
Object Also known as actors too, they act like building blocks and contain a lot of the essential functionality for your Assets.
Actor any object that can be placed into a level, such as a Camera, static mesh, or player start location. Actors support translation, rotation, and scaling
Brush is an Actor that describes a 3D shape, such as a cube or a sphere. You can place brushes in a level to define level geometry (these are known as Binary Space Partition or BSP brushes).
Volume are invisible and used to prevent Actors from passing through them.
Contain contain everything a player can see and interact with, such as geometry, Pawns, and Actors.
World is a container for all the Levels that make up your game
Content Browser the primary area of the Unreal Editor for creating, importing, organizing, viewing, and modifying content assets within Unreal Editor
Framework form the foundation of gameplay in the Unreal Engine. The gameplay framework can be divided into three categories: gametype, player, and interface.
Group an organizational object in which selected Actors can be combined together so they can be transformed as a single unit.
Kill Z the coordinate along the Z axis at which an Actor is automatically destroyed or players are killed
pivot point indicates the location on a Static Mesh Actor or a Skeletal Mesh Actor that has been defined in the 3D modeling program in which it was created as the object's base for alignment purposes.
Player Controller the primary network interaction point for multiplayer games takes input and translates it
Transfrom tools rotate, translate, scale, snap value, sensitivity
Rotate tool a transformation widget that you can use to rotate Actors in your scene along the X, Y, and Z axes.
Scale tool a transformation widget that you can use to scale Actors in your scene along the X, Y, and Z axes.
Static Mesh can be translated, rotated, and scaled, but they cannot have their vertices animated in any way (doors)
Stationary Lights lights that are intended to stay in one position, but are able to change in other ways, such as their brightness and color; highest quality, medium mutability, and medium performance cost.
Directional Light stimulates light that is being emitted from a source that is infinitely far away, ideal source for stimulating sunlight
Point Light works like real world lightbulb, emit light down from a single point in space
Spot Light emits light form a single point in a cone shape
What are the 5 light types D.P.S.R.S; Directional, Point Light, Spot light, Rect, and Sky
Contiguous next to each other (shift key)
Non contiguous not next to each other (control key)
Surface Snapping zooms in and out in order to do an accurate placement of objects
Basic Always will be and stay that shape
Geometry Has vertices, has faces, edges, and can be made hollow, and tessellation
Attenuation Radius represented by a sphere, distance of light expense; only for light
Influence Radius same as attenuation radius but for sphere reflection
tool bar location very top
transform tool location top right
Stationary lights that don't need to be moved around but still need animation like changing color/intensity
Static for lights that never change
Dynamic Lights change color, intensity, radius, etc. This makes them perfect for using as a player’s flashlight in a horror game, etc.
Player Actors Also known A MODES
Created by: iv.port
 

 



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