Tutorials and notes on vectors

Documentation vectors

Documentation splines

Documentation transforms

Documentation transformation

Documentation Spline Mesh

Set end offset

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Tutorial Lighting

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Unreal Engine Framework



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Blueprint Tutorials

  • Notes Part 1
  • Notes Part 2


  • Pure function: Setting (tick) in function. No exec pins
  • Node Clamp. Setting the min and max of a number


Blueprint Node Reference

Event Dispatchers

Saving a game to a file

  • Blueprint-Communication-and-You-1220373635
  • if statement = branch node
  • BSP pain causing volumes
  • damage automatisch in UE, gebruiken voor geld?
  • Node event any damage 25.14
  • Direct communication: cast to
  • reference get actors off class
  • BP Interface Editor!! 49.50
  • SphereReacebyChannel
  • 1:02:06 right mouse Collapse to Macro!!!
    Use only function is access outside the BP is necessary
  • In output you can change the sequence of output pins
  • 1:06:31 Setting up which BP interface is received in the new BP
  • 1:11:00 collision box with collision settings as fake door
  • 1:13:00 show 3d widget!
  • 1.34:00 event dispatchers
  • Gekeken tot 1:40
  • 2:30 view options : show engine content
  • rotation movement
  • Destroy actor after picking up coin
  • open level
  • 30:00 game instance
  • Gekeken tot 31:46
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Basic commands in editor

Some basic commands I gathered from the several tutorials

Settings Editor,  to get to the console

Basics editor

  • Navigate in editor by using left mouse (horizontal), right mouse (rotation) and both (vertical) .  Mouse-wheel (distance horizontal).  With this method, use high camera speed
  • Alt and mouse  for staying looking at object.
  • Ctrl + right mouse : move object y-axis (green)
  • Ctrl + left mouse : move object x -axis (red)
  • Ctrl + both mouse : move object z axis (blue)
  • Ctrl + Shift ……  Camera will follow the object
  • Space bar : rotation mode, scale mode….
  • copying:  Ctrl C / V, Ctrl + W,  Alt
  • Select blue axis and end, object falls on the ground
  • Edit mode: Ctrl to select a point. Alt to extrude face
  • Alt to duplicate
  • H to hide objects, Ctrl H to make all hidden object visible again
  • G shows how the scene looks in game mode
  • F zoom to selected object
  • V to vertex Snap
  • Alt + MMB temporarily offset the pivot
  • F11 full screen
  • F2 Rename object
  • CTRL + B Find asset in content browser
  • CTRL + P Open an asset
  • END drop mesh to the floor
  • L + Click to add a light
  • CTRL + 0..9 = set bookmark to viewport
  • 0..9 = Jump back to bookmark
  • CTRL ZOOM zooms in further


  • First select material then load geometry
  • With BSP textures, select all faces and choose align in the proprieties box.
  • Mesh, duplicate mesh, place on the proper location and replace by proper mesh.
  • Size of objects 5 10 …same as the grid
  • Ctrl G to make a group
  • Ctrl Shift G is temporary ungroup to take out one part. Finish with Ctrl Shift G again.


  • CTRL + [0-9]. Save  current location and zoom level in the Blueprint Editor.
  • SHIFT + [0-9]  Return to that graph at that location and zoom level
  • m and left mouse   :  multiple node
  • v and left mouse    : vectorparameter
  • 1 and left mouse    : constant
  • T and left mouse : Texture
  • L and left mouse : Lerp
  • M and left mouse : Multiply
  • S and left mouse : scaleparameter
  • U and left mouse: TexCoord
  • Connection: Double click on line for reroute node
  • Connection: alt and left mouse to disconnect
  • Connection: Ctrl and left mouse to change connection
  • When pulling variable in with Alt = set node with Ctrl get node
  • Drag Node over existing Node to replace the Node
  • F7 compile
  • F2 rename
  • CTRL + SHIFT + F Search in All blueprints
  • Ctrl Move BP Connections


  • Ctrl 1 bookmarks camera position, with 1 you will go to this position
  • Left Mouse Button to raise the Landscape height and Shift + Left Mouse Button will lower the height of the Landscape
  • With landscape : change lod in details to increase performance.
  • Afterwards you can add landscape


  • show fps
  • quit



  • Left mouse click +
  • A Add
  • B BumpOffset
  • C Comment
  • D Divide
  • E Power
  • F MaterialFunctionCall
  • I If
  • L LinearInterpolate
  • M Multiply
  • N Normalize
  • O OneMinus
  • P Panner
  • R ReflectionVector
  • S ScalarParameter
  • T TextureSample
  • U TexCoord
  • V VectorParameter
  • 1 Constant
  • 2 Constant2Vector
  • 3 Constant3Vector
  • 4 Constant4Vector
  • Shift + C ComponentMask
  • PlotFunctionOnGraph node
  • DebugScalarValues
  • WorldAlignedTexture—part-1

Notes from the video concerning debugging

  • 32 min : BP visualizer. Works only when game is running in editor. Right click on variable to make value’s visual.
  • Window > Developer tools > Blueprint Debugger > watch
    Show values of all selected variables.
    Faster solution Window > debug
  • 33.14 min; Visual logging. Enable in PB
    Window > Developer tools > Visual logger.
  • Ticking : add Nodes : Vislogtext, VislogBoxshape, Visloglocation, VislogSegment
  • Stat commands : Stat Game
  • While playing hit TAB. Stat Game of Dumpticks
  • 36.23 min Profiler Tool
  • Reference viewer. Right click on BP > Ref viewer
  • Size map. Right click on BP > Sizemap
  • Use child BP . Video
  • 47.48 min. In a function, never reference directly to content (material for example), because all referenced contact will be loaded with the BP. Reference with a variable.
  • 49.27 min, page 122: Dynamic asset loading use Async Load Asset.
  • Use maps : variable – mesh, page 123
  • Tips from the video
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Tutorials Materials / Shaders

I find the most difficult.


Albedo is the characteristic color of an object. More precisely, it is the bi-hemispherical reflectance of a surface. It is view independent and is more commonly named diffuse.

Reflection = on the surface

Diffusion = Out of the material ( Diffuse Light”, “Diffusion”, “Subsurface Scattering” ) . The absorption and scattering of diffuse light are often quite different for different wavelengths of light, which is what gives objects their color (e.g. if an object absorbs most light but scatters blue, it will appear blue). The scattering is often so uniformly chaotic that it can be said to appear the same from all directions – quite different from the case of a mirror!

Translucency & Transparency = different diffuse colour at different depth material? Skin for example.

Energy Conservation : reflection and diffusion are mutually exclusive.

Metals: Electrically conductive materials.
Firstly, they tend to be much more reflective than insulators (non-conductors). Conductors will usually exhibit reflectivities as high as 60-90%, whereas insulators are generally much lower, in the 0-20% range. These high reflectivities prevent most light from reaching the interior and scattering, giving metals a very “shiny” look.

Secondly, reflectivity on conductors will sometimes vary across the visible spectrum, which means that their reflections appear tinted. This coloring of reflection is rare even among conductors, but it does occur in some everyday materials (e.g. gold, copper, and brass). Insulators as a general rule do not exhibit this effect, and their reflections are uncolored.

Finally, electrical conductors will usually absorb rather than scatter any light that penetrates the surface. This means that in theory conductors will not show any evidence of diffuse light. In practice however there are often oxides or other residues on the surface of a metal that will scatter some small amounts of light.

Fresnel: refers to differing reflectivity that occurs at different angles.
Specifically, light that lands on a surface at a grazing angle will be much more likely to reflect than that which hits a surface dead-on. This means that objects rendered with a proper Fresnel effect will appear to have brighter reflections near the edges.

The first is that for all materials, reflectivity becomes total for grazing angles – the “edges” viewed on any smooth object should act as perfect (uncolored) mirrors, no matter the material. Yes, really – any substance can act as a perfect mirror if it is smooth and viewed at the right angle! This can be counterintuitive, but the physics are clear.

The second observation about Fresnel properties is that the curve or gradient between the angles does not vary much from material to material. Metals are the most divergent, but they too can be accounted for analytically

There is one big caveat for the Fresnel effect – it quickly becomes less evident as surfaces become less smooth

Microsurface: Most real-world surfaces have very small imperfections: tiny grooves, cracks, and lumps too little for the eye to see, and much too small to represent in a normal map of any sane resolution. Despite being invisible to the naked eye, these microscopic features nonetheless affect the diffusion and reflection of light. Microsurface detail has the most noticeable effect on reflection (subsurface diffusion is not greatly affected and won’t be discussed further here)

This measure is often referred to as “Gloss”, “Smoothness”, or “Roughness”.

When the equations are properly balanced, a renderer should display rough surfaces as having larger reflection highlights which appear dimmer than the smaller, sharper highlights of a smooth surface. It is this apparent difference in brightness that is key: both materials are reflecting the same amount of light, but the rougher surface is spreading it out in different directions, whereas the smoother surface is reflecting a more concentrated “beam”:

Further, an investigation of real world materials will show that reflectivity values do not vary widely

Microsurface properties have other subtle effects on reflection as well. For example, the “edges-are-brighter” Fresnel effect diminishes somewhat with rougher surfaces (the chaotic nature of a rough surface ‘scatters’ the Fresnel effect, preventing the viewer from being able to clearly resolve it). Further, large or concave microsurface features can “trap” light – causing it to reflect against the surface multiple times, increasing absorption and reducing brightness. Different rendering systems handle these details in different ways and to different extents, but the broad trend of rougher surfaces appearing dimmer is the same.

Screenshot from Vertex painted Flowmaps

Material World Position


Notes with the video

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Notes made from tutorial Udemy

I am following the beginners at udemy

In this post notes from me:

  • Open asset to view separate assets
  • material is also an asset



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VR Tutorials


VR instance stereo
Run the game in standalone (right click .uproject file and select launch), switch to VR with alt+enter. Then do “profilegpu”.


VR template:    from min 16 /30

Iets oudere video (dec 2016)

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Blender to Unreal


  • Right mouse click is selecting
  • Scene, units, centimeters
  • Clip, end, 500 m
  • edit mode, 7 (topview), A (select All), U, Smart UV project, ok
  • Make UV for ligthing,  Data (upper left), UVMap.Light, select this map, topview, Lightmap Pack
  • Export FBX settings, according to video
  • Forward in Blender is negative y, in UE pos x. So
  • Left click confirm, Right click cancel
  • Never change the scale
  • Don’t rotate


N Side menu transformation
Ctrl A Apply Menu
Ctrl B Bevel. Edit mode, edge selected, mouse wheel for extra edges
CTR R  Loop cut
 Tab Edit mode / Object mode
 A Select all
 Alt C Convert curve to mesh or mesh to curve (object mode)

N sidemenu

  • Ctrl A

How to draw pipes.
Alt C

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