While Epic already has beginners guides and stuff to help get you started i figured i would share some things that i had to figure out myself that are different from UDK that make life easier with UE4
Right now i only have a few things to share but i will add things here as i figure them out, i encourage others to post helpful tips here as well
FBX Export - When exporting FBX format from your modeling program make sure to use FBX version 2013 as 2014 or any other version will usually not import to UE4 very well and may cause degenerate faces as well as normal degeneration
Disable Texture Streaming - To disable the much dreaded texture streaming (great for showing off renders or assets at their highest quality) do the following:
- Click **Edit **at the top left
- Click Project Settings from the Drodown
- Click **Rendering **from the left side of the popup window
- Under the Textures tab
- Uncheck Texture Streaming
- Close and restart UE4 IMPORTANT
Disable Static Lighting - To disable static lighting and only use the Dynamic lighting channel do the following:
- Click **Edit **in the top left menu
- Select Project Settings from the dropdown
- Select Rendering from the left menu of the pop up
- go to the **Lighting **tab
- Uncheck the box for Allow Static Lighting
- Restart the editor *Important!
**GlobalPostProcessVolume **- This entity allows you to change all of the visual world settings such as a Depth of Field, Saturation, Contrast, Vignette, Lens Flares, etc. and allows you to add PostProcess Materials/Screen Overlays
In order to make the process volume global (affects everything) go into the Post Process Volume tab of it’s properties and check the box that say Unbound
Metallic and Roughness explained - So when i first started creating materials in UE4 i was a bit confused as to how Metallic and Roughness worked but now i have a good understanding of the inputs
*Metallic: * This input controls the overall reflectivity of the material, at it’s most basic you can attach a OneVector to it where 0 is no reflection and 1 is fully reflective, you can also multiple your OneVector by a mask or a specular map to get allow for more control
Roughness: Think of Roughness as sort of a reflectivity threshold, it basically controls how diffuse the reflections are, this can also be controlled by a OneVector, 0 being completely clear and 1 being completely ‘Rough’. You can also multiply your OneVector by a mask or specular map to get more fine tuned results