ABSTRACT

This chapter highlights some basic functionality in our level’s blueprint. Blueprints are powerful scripting tools that are new to Unreal Engine 4. Each level has a unique Blueprint, called the Level Blueprint. The first step is to establish a rough sketch of the level and generate a mechanism by which basic paths may be developed for programmatic components of the gameplay. The geometry brushes are used in this phase to create the basic layout of the level. Once the basic geometry is established, static meshes and other static components of the game can be integrated into the level. The initial lighting pass is the next step, after static meshes are added to the level to replace the brush geometry. Brush geometry will be quite useful in two stages of the level design process. Brushes give a fast way for designing all this “filler geometry” in the Unreal Editor without the need to rely on a third-party 3D modeling tool.