Besides programming, art and design I have been mostly focusing in how can I optimized the workflow and pipeline for all our departments by using Unreal Engine and more. So I had to do a lot of pre research before and during using of Unreal Engine 4. With that in mind this helped me a lot during the process and sharing with the rest of my colleagues at work.
I have been helped by various people so far:
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Unreal Engine Blueprint Editor Print Cheat Sheet: https://cdn2.unrealengine.com/blog/BlueprintCheatSheet-1989117414.pdf
I’ve printed this out the first weeks when working in Unreal Engine 4 and gave it to our developer(s) and we each day/week we learned a new useful hotkey which sped up our development process. -
Unreal Engine 4 For Unity Developers: Unreal Engine 4 For Unity Developers | Unreal Engine Documentation
To learn about the changes when coming from Unity3D. -
Directory Structure: Directory Structure | Unreal Engine Documentation
To learn about what each folder does in your engine and/or your project folder. -
Engine Features: Unreal Engine 4 Documentation | Unreal Engine Documentation
To learn about each feature and the howto’s when experimenting or using it in your own project(s). -
Content Example: Content Examples | Unreal Engine Documentation
So far the best self-experimenting project out there that. Almost all basic features are exaplained in each own level. Think of Level_Blueprints, Level_Advance_Blueprints, Level_Math, Level_Materials etc. In our studio I have been showing and let all our colleague’s work and experiment with Content Example first before working out their own idea’s. -
Swarm Agent Troubleshooting: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
This helped me, including those on answershub, in order to set up swarm agent to build lighting with different computers at the sametime. -
Lighting Troubleshooting: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
Same goes for build Light itself and it’s properties. Knowing what does each light, and how to fix common problems explained in text and pictures. -
Asset Naming Conventions: A new, community-hosted Unreal Engine Wiki - Announcements and Releases - Unreal Engine Forums
This helped me by setting up a standard asset naming convention for the project which we have been using for 80% for our project(s). It took a while to adjust the different naming convention but now and days we are used to it. -
Using SVN as Source Control: Using SVN as Source Control | Unreal Engine Documentation
https://docs.unrealengine.com/latest/images/Engine/Basics/SourceControl/SVN/SC_SVN_Added_Filese.jpg
This image helped me understand which folder I could ignore on SVN and which was required.
Has been sharing a lot of guides and tutorials and I have been using this material for our game designer to block out the levels instead of using the default WorldGridMaterial from Unreal Engine.
- Sjoerd ‘Hourences’ de Jong: Hourences.com – Tutorials
Besides him building Solus Project, he also helped a lot with sharing his UDK knowledge and explained them also in UE4. He shared also in depth about his development process during Solus Project, which gave our team an idea in how to tackle the visual asset side of the scope. He also gave us some great feedback during our development process.
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Youtube Introduction to Blueprints (pre v4.7): Introduction to Blueprints (pre. v4.7) - YouTube
This helped us while developing our early prototypes while learning blueprints and the use of it, as designers, artists but also programmers. -
Unrealslackers: http://unrealslackers.org/
https://pbs.twimg.com/profile_images/773673411310592002/Fimu9HBL.jpg
When this was created during #Slack, I was there almost 5 days a week and tried to help others with their problems and even reached out to some to help me on my problems. Without knowing I met some during GDC 2016 in San Francisco! The community is now using Discord which is also awesome! But I am not using this on a daily during work.
- **Wwise integration in Unreal Engine 4: ** Wwise Unreal Integration
Since we have been switching to Wwise as our audio engine/plugin this is what helped me to get the software/tool integrated in our project(s).
there is probably a lot more I have been missing during writing this post at the time…
And not to forget,
All my colleagues at Turtleneck Studios, where we share our knowledge and experiences with each other when experimenting new stuff during development!