
There are a number of methods in which you can create the geometry that comprise your levels in Unreal Engine 4. Generally speaking, it is better (more efficient performance wise) to use Static Meshes when creating the geometry. That said, since creating Static Meshes requires some sort of 3D modeling software, you can use the Geometry Editing tools to quickly block out your levels for gameplay prototyping.
This page covers the Geometry_Editing map and illustrates how to begin blocking out levels by using Additive and Subtractive Brushes to define the areas where geometry exists. By the end of the examples, you will learn how to build a house entirely out of Brushes and should have enough knowledge to start blocking out your own levels.
You can find additional resources about each example by clicking on the example's name in table below.
Geometry_Editing Map
Listed below are the examples provided in the Geometry_Editing map:
Example | What is Demonstrated |
---|---|
1.1 Additive and Subtractive Geometry Example | Shows how Additive and Subtractive Brushes interact with one another. |
1.2 Order Example | Shows how the order in which you place Additive or Subtractive Brushes can affect how they interact with one another. |
1.3 Solidity Example | Shows how a Brush can collide differently with objects based on its Solidity setting. (e.g. whether a Brush causes cuts to be created in surrounding brushes or if it collides with objects in the world). |
1.4 Surface Properties Example | Shows how to control how textures that are placed across your surfaces as well as lightmap resolution via the Surface Properties options. |
1.5 Edit Geometry Example | This example demonstrates how to edit a Brush's shape with Edit Mode by clicking on the Edit (Shift+5) button. |
1.6 Example House | This is an example of using Additive and Subtractive Brushes to construct a house with windows and a door opening. |