After more than ten years of working with CryEngine 1 (Far Cry 1 modding) and Game Maker, I’ve decided to switch to an engine which actually has a future.
I’m slowly learning how to work with UE4, the blueprints etc. Currently, it feels like the biggest drawback for me is mapping. I’m not sure what’s the right way to do mapping here. (sure, I know that I should start with less detailed architecture and then add details etc.)
How do I make walls, floors, ceilings in an interior scene?
Let’s say that I’m making a long corridor. I see 3 different ways to make it.
- Place two long and narrow basic geometry blocks as walls and two long and low blocks as a floor and a ceiling. Then use negative blocks to make doorways etc.
- Place one long hollow block as a corridor and then use negative blocks to make doorways etc.
- Place wall, floor, ceiling, doorway… meshes to make the corridor.
From the CryEngine I’m used to the third way (since it was the only way) but I don’t think that it’s a good way.
Is there a prefered way, which is best for the performance or/and for the designer?
How about “VisAreas” and “Portals”?
I don’t know how it’s called here. In CryEngine, it is good to place every room into an VisArea. Everything in the VisArea is invisible for everyone outside and everything outside is invisible for everyone inside. The Portals served as windows into/between the VisAreas.
Can I place something similar in UE4? I’m sure something like that must exist in UE4 but I doubt that it is generated automatically. (or does it?)
Is there something else which is good to know?
After all, I have experience with a 16 years old engine and with a mostly 2D engine, which poorly supports 3D. (on the other hand, it was and interesting experience - programming my own terrain system)
Thank you in advance for your help