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Unreal Engine Quiz
CompSci Vocab
| Term | Definition |
|---|---|
| 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 |