![]() The Behavior Tree Editor is where you can script Artificial Intelligence (AI) through a visual node-based system (similar to Blueprints) for Actors in your levels. ![]() You can start from nothing and build to a full ragdoll setup, or use the automation tools to create a basic set of Physics Bodies and Physics Constraints.įor more information, see Physics Asset Editor. In practice, this is how you implement physics features like deformations and collisions. You can use the Physics Asset Editor to create Physics Assets for use with Skeletal Meshes. These are special Assets that you can use to create gameplay elements (for example, controlling an Actor or scripting an event), modify Materials, or implement other Unreal Engine features without the need to write any C++ code.įor more information, see Blueprint Editor Reference. The Blueprint Editor is where you can work with and modify Blueprints. For example, you can create a dirt Material and apply it to floors in your level to create a surface that looks like it is covered in dirt.įor more information, see Material Editor Reference.īlueprint Editor inside Unreal Engine 4. Materials are assets that can be applied to a mesh to control its visual look. The Material Editor is where you create and edit Materials. Inside the Static Mesh Editor, you can also set up LODs (or Level of Detail settings) for your Static Mesh assets to control how simple or detailed they appear based on how and where your game is running.įor more information, see Static Mesh Editor UI. You can use the Static Mesh Editor to preview the look, collision, and UV mapping, as well as set and manipulate the properties of Static Meshes. By default, when you create or open a project, Unreal Engine 4 will open the Level Editor. ![]() This is where you define the play space for your game by adding different types of Actors and Geometry, Blueprint Visual Scripting, Niagara Visual Effects, and so on. The Level Editor is the primary editor where you construct your gameplay levels. Whether you use the Blueprint Editor to script behaviors for the Actors in your level, or create particle effects with the Niagara Editor, a good understanding of what each editor can do and how to navigate each one can improve your workflow and help prevent stumbling blocks during development. The use of various Unreal Engine tools is covered in detail in feature-specific documentation. This page gives an overview of the major tools and editors you will be working with inside Unreal Engine 4. For example, the Material Editor is used to edit Material assets, while the Material system provides the underlying support for using Materials in Unreal Engine. Sometimes, systems and editors can have similar names. For example, Blueprint is a system used to visually script gameplay elements. For example, the Level Editor enables you to build your game's levels, or you can change the look and feel of Materials inside the Materials Editor.Ī system is a large collection of features that work together to produce some aspect of the game or application. Unreal Engine 4 provides a combination of tools, editors, and systems you can use to create your game or application.Ī tool is something you use to perform a specific task, like placing Actors inside a level, or painting terrain.Īn editor is a collection of tools you use to achieve something more complex.
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