Step 1: Design Learning Tasks

Step 1: Design Learning Tasks

Watersystems 

Next part will be Dutch. At some point I will translate it.

Mogelijke rollen (besef dat dit traditioneel is)

  1. Beheerder / opdrachtgever
    Waterschap voor landelijk gebied, gemeente voor stedelijk gebied.
    Is de budgethouder
  2. Ontwerper / Adviseur
    Werkzaam bij adviesbureau, is verantwoordelijk voor het rekenwerk.
    Kost geld en maakt ramingen voor de uitvoering van het werk
  3. Aannemer
    Voert de werkzaamheden uit.
    Is verantwoordelijk voor tijdelijke voorzieningen
    Bepaalt de uiteindelijke kosten

Mogelijke subrollen (bijrollen :-)):

  • bewoner (belastingbetaler)
  • NGO (natuur)
  • Provincie
  • Visser
  • Landbouwer

Opbouw van complexiteit:

  1. Op objectniveau
    simpel: Bekijkt object per stuk (bv alleen één stuw)
    complex : Samenhang van alle objecten (geheel watersysteem)
  2. Op vloeistofmechanica
    simpel: eenparig, uniform (neerslag, debieten, stroomsnelheden zijn gelijk)
    complex: niet eenparig, niet-uniform (neerslag, debieten, stroomsnelheden, variëren)
  3. Op dimensie
    simpel : alle objecten hebben dezelfde afmetingen
    complex: afmetingen kunnen variëren
  4. Op financiën
    simpel: geld speelt geen rol
    complex: er is een beperkt budget beschikbaar
  5. Op samenwerking
    simpel: geen samenwerking, bepaalt zelf de oplossing
    complex: moet rekening houden met de mening van anderen

 

 

 

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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

Building

  • 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.

Blueprints

  • 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

Landscape

  • 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

Console

  • quit

Debugging

Materials

  • 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

https://www.unrealengine.com/en-US/events/unreal-fest-europe-2019/blueprints-in-depth—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

New UE5

I am following 2 courses on Udemy

https://www.udemy.com/course/unreal-engin5-one-course-solution-for-material/

https://www.udemy.com/course/unreal-5-materials-part-1-environments/

Notes:

  • Palete on the right side showing all nodes and the shortcuts!
  • Clean Graph tab
  • Hide unrelated tab. switch on. Also lock
  • Spacebar for Previewing : Edit->Editor->Keyboard shortcuts->Start previewing node->Spacebar
  • Align nodes with shift + WASD
  • Ctrl + D is dublicate

World alignment Texture.

Old? UE4

New feature virtual texturing in UE4.23

Blogpost

Notes with the Unreal tutorial om materials

  • Parameter collections
  • Merged Maps
  • Material Functions

https://docs.unrealengine.com/en-US/engine/rendering/materials/functions/reference/texturing

Screenshot from Vertex painted Flowmaps

Material World Position

WorldAlignedTexture

Notes with the video

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Notes made from tutorial Udemy

I am following the beginners at udemy https://www.udemy.com/unreal-engine-4-the-complete-beginners-course/learn/v4/content

In this post notes from me:

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

 

 

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VR Tutorials

Notes:

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

Documentation: https://docs.unrealengine.com/latest/INT/Engine/Editor/VR/index.html

VR template: https://wiki.unrealengine.com/VR_Template

https://www.youtube.com/watch?v=20kzY5axUOM    from min 16 /30

Iets oudere video (dec 2016)

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Blender to Unreal

Notes:

  • 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

Shortcuts

NSide menu transformation
Ctrl AApply Menu
Ctrl BBevel. Edit mode, edge selected, mouse wheel for extra edges
CTR R Loop cut
 TabEdit mode / Object mode
 ASelect all
 Alt CConvert curve to mesh or mesh to curve (object mode)
  
  

N sidemenu

https://forums.unrealengine.com/unreal-engine/events/1715661-blender-to-unreal-tools-part-1-february-6-live-from-hq

  • Ctrl A

How to draw pipes.
Curve
Alt C

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Replayable with Different Results

Replayable with Different Results (Consequentially Experienced)
46.   Can the game be replayed with different variables and outcomes?
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Synthesis of Knowledge

Synthesis of Knowledge (Instructionally grounded)
45.   Does integration of different educational theories take place?
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Interaction with Game Environment

Interaction with Game Environment (Contextually Situated)
44.   Does interaction with objects take place?
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Manipulating Variables

Manipulating Variables (Discovery Driven)
43.   Do participants have the opportunity to manipulate different variables, which make different outcomes possible?
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