1. Setting Up the Unreal Engine Environment [1]

This section outlines the initial steps to set up a new project in Unreal Engine 5.8.2, including creating a level, configuring lighting, and importing a landscape using a height map.

1.1. Project and Level Creation [12]

  1. The process begins by launching Unreal Engine version 5.8.2 [12].
  2. A new project is created by selecting the "Games" option and choosing the third-person template [13].
  3. The project is named "tutorial" [14].
  4. After the engine launches, a new empty level is created by navigating to "File" > "New Level" and selecting "Empty Level" [15].

1.2. Initial Lighting Setup [16]

  1. To quickly set up lighting, the "Environment Light Mixer" is accessed via "Window" [17].
  2. The following lighting components are created: Skylight, Directional Light, Sky Atmosphere, Volumetric Cloud, and Height Fog [17].
  3. Volumetric Fog is enabled by scrolling down in the Environment Light Mixer window [18].

1.3. Landscape Creation and Configuration [19]

  1. A landscape is created by switching to "Selection Mode," then "Landscape," and importing a height map image [20].
    1. The height map image can be downloaded from the video description [22].
    2. The landscape is generated based on the height information from the image [24].
  2. Landscape settings are adjusted by resetting the "Number of Components" and clicking "Import" [26].
  3. The landscape's visibility is corrected by increasing its Z-position value to 5,000 in the "Details" panel under the "Location" section [29].
  4. The landscape's height is decreased by selecting it, expanding the "Transform" option in the "Details" panel, unchecking "Uniform Scale," and setting the Z-height value to 20 [34].

1.4. Applying Material and Enabling Displacement [39]

  1. A material named Mossy Rocky Ground is downloaded from Quixel Megascans via the "Fab" window and added to the project [40].
  2. This material is applied to the landscape by dragging it into the "Landscape Material" slot in the "Details" panel [45].
  3. To enable displacement, the landscape is converted to a Nanite mesh by selecting it, going to the "Details" panel, enabling "Nanite," and clicking "Rebuild Data" [53].
  4. The landscape material is opened to adjust its properties [56].
    1. Tiling is enabled and decreased to a value of 2 to reduce repetition [58].
    2. Tessellation is enabled, and the "Displacement Scaling" magnitude is decreased to 0.5 for a subtle displacement effect [62].
  5. The material settings are saved and the window is closed [69].

2. Integrating Water and Foliage [72]

This section details the process of adding a river to the landscape, enabling necessary plugins, and scattering trees and grasses using Unreal Engine's procedural content generation (PCG) system.

2.1. Enabling Water and PCG Plugins [72]

  1. To add a river, the Water Advanced and Water Extras plugins are enabled via "Edit" > "Plugins" [72].
  2. The Procedural Content Generation Framework (PCG) and Procedural Vegetation Editor plugins are also enabled [77].
  3. The Movie Render Queue and Movie Render Queue Additional Render Passes plugins are enabled for rendering purposes [85].
  4. In "Project Settings," Nanite Foliage is enabled by searching for "nanite" [92].
  5. The engine is restarted, and all progress and the level are saved [96].

2.2. Adding a River to the Landscape [107]

  1. After restarting, the level is reopened, and Nanite is re-enabled for the landscape [102].
  2. A Water Body River is dragged from the "Box" option into the scene [110].
  3. The river's path is shaped by rotating and moving its spline points [115].
  4. The river's width is narrowed by selecting all spline points of the Water Body River in the "Outliner" and decreasing the "River Width" value to 1,000 in the "Water" option [138].
  5. To create a realistic shallow water effect, a Shallow Water River asset is added to the scene [152].
    1. In its "Details" panel, under "Water" > "Source River Water Body," the existing "Water Body River" is selected [156].
    2. The settings are reset to apply the shallow water effect [157].
  6. The water simulation is baked by clicking "Bake Simulation" and selecting "Water Component with Bake Sim" under "Render State" [160].
  7. Any visual artifacts are fixed by slightly changing the sunlight position using Ctrl + L [165].

2.3. Adjusting Landscape Specularity [167]

  1. The landscape's specular highlight is reduced because it appears too strong [167].
  2. The landscape material is opened, and the "Specular" option is enabled [170].
  3. The specular value is decreased to 0.1 [172].
  4. The material is saved and closed [172].

2.4. Preparing Trees for Wind Effects [177]

  1. Mega Plant Black Elder trees are downloaded from the "Fab Marketplace" [178].
  2. To enable wind effects, a new Actor Blueprint named "Tree_One" is created [187].
    1. An Instance Skinned Mesh component is added to the blueprint [190].
    2. The downloaded skeletal mesh tree is assigned to the "Skeletal Asset" panel [193].
    3. The "Wind Transform Provider" is enabled by going to "Settings" and enabling "Engine Content" [196].
    4. An instance is added by clicking the plus switch under the "Instance" option [199].
    5. The blueprint is compiled and closed [202].
  3. A Global Foliage Actor is added to the scene to control wind speed [207].
    1. The wind effect initially disappears upon adding the actor [209].
    2. The "Wind Speed" in the "Details" panel of the Global Foliage Actor is increased to 15 to re-enable and adjust the wind effect [211].

2.5. Duplicating Tree Blueprints and Fixing Transparency [220]

  1. The "Tree_One" blueprint is duplicated for other tree variations [227].
  2. Each duplicated blueprint is opened, and its skeletal mesh is updated to a different tree asset [229].
  3. To fix transparency issues in tree trunks, all trees are selected, and their Nanite settings are changed from "Voxelize" to "Preserve Area" in the "Priority Matrix" (accessed via "Asset Action" > "Edit Selection in Priority Matrix") [242].
  4. The changes are saved, and the window is closed [248].

2.6. Scattering Trees with PCG System [250]

  1. A Draw Spline Surface tool from the PCG section is used to define an area for tree scattering [255].
  2. In the "Spawning" tab, "Spawn Actor" is enabled, and the "Tree_One" blueprint is added to the "Actor Classes" [259].
  3. The density of trees is decreased by enabling "Points Per Square Meter" in the "Sampling" tab and setting the value to 0.02 [267].
  4. Additional tree variations (e.g., "Tree Number Four") are added to the "Actor Classes" [272].
  5. To prevent trees from being angled on the landscape, the PCG Area Tool Component is selected, and "Absolute Global Rotation" is activated under "Parameter Overrides" > "Global Transform" [283].
  6. To ensure trees snap to the surface and avoid floating, a "Get Landscape Data" node is added to the PCG graph and connected to the "Projection Target" [300].
    1. In the "Details" panel of the PCG tool component, "Snap to Surface" is enabled under "Projection" [306].
  7. Randomization is applied to tree placement by enabling all options under "Random Transform" [323].
    1. Random Position Offset: X and Y values are set from -100 to 100 [324].
    2. Random Rotation: Z-axis values are set from -360 to 360 [328].
    3. Scale Randomization: Minimum scale is set to 0.8 and maximum to 1.2 [329].
  8. The PCG tree system is duplicated to scatter trees on other parts of the landscape, preserving all settings [331].

3. Enhancing the Environment with Details and Effects [341]

This section covers adding camera animation, sculpting the landscape, scattering grasses and other trees, placing pillars and rocks, applying materials, and incorporating visual effects like falling leaves and volumetric fog.

3.1. Camera Setup and Exposure Adjustments [341]

  1. A Cine Camera Actor is created and a new Level Sequence named "Tutorial Sequence" is made [342].
  2. The camera is added to the sequence and repositioned [345].
  3. Camera settings are adjusted:
    1. Focal length is decreased to 15 [348].
    2. The "Film Back" preset is changed to 16:9 DSLR [350].
  4. Exposure settings are modified:
    1. "Metering Mode" is enabled and set to "Manual" [352].
    2. "Exposure Compensation" is increased to 10 [354].
    3. "Aperture" is increased [355].
  5. Exponential Height Fog density is decreased [356].
  6. Directional Light intensity is increased to 20, and Skylight intensity scale is increased to 3 for better ambient light [360].
  7. The sun size is increased by adjusting the "Source Angle" of the directional light [368].

3.2. Sculpting the Landscape and Re-generating PCG [375]

  1. To add unevenness, all PCG systems are temporarily cleaned up (disabled) by selecting them in the "Outliner" and clicking "Cleanup" in their "Details" panel [376].
  2. The landscape is sculpted using the "Sculpt" and "Smooth" tools in the "Landscape" section, adjusting brush size and strength [386].
  3. After sculpting, Nanite is re-enabled for the landscape [396].
  4. The PCG systems are re-generated by clicking "Generate" in their "Details" panel [398].
  5. Tree scale is increased in the PCG settings (e.g., minimum scale to 1, maximum to 1.4) [403].
  6. The density of trees is adjusted by modifying the spline area of the PCG system [407].
  7. Edge Falloff Scale Minimum is increased to 1.2 for PCG trees to adjust the scale of trees at the edges of the scattered area [414].
  8. Color randomization is added to trees by adjusting "Season Strength" and "Health" in the Global Foliage Actor's "Details" panel [422].

3.3. Scattering Grasses with PCG [431]

  1. A Megascans Forest Path asset pack is downloaded from "Fab" [432].
  2. All static meshes within the pack are selected, and Nanite is enabled for them [437].
  3. The Voxelization setting for the grass assets is changed to "Voxelize" under "Shape Preservation" [443].
  4. A new PCG Draw Spline Surface is created for grasses [449].
    1. "Points Per Square Meter" is set to 5 [452].
    2. "Point Size" is set to 20x20 [454].
    3. The grass static meshes are added to the "Static Mesh" slot [457].
    4. "Snap to Surface" is enabled under "Projection" [459].
    5. Randomization is applied to position, rotation, and scale (similar to trees) [463].
      1. Position offset: -100 to 100 for X and Y [465].
      2. Rotation: -360 to 360 for Z [468].
      3. Scale: 1.5 to 2 [469].
  5. The grass material's subsurface scattering color intensity is decreased, and a green tint is applied to the subsurface scattering color to match other grasses [477].

3.4. Adding More Grasses and Trees [491]

  1. Another grass asset pack is downloaded from "Fab" [491].
  2. The wind effect is enabled for these new grass assets using the same blueprint method as for trees [495].
  3. A new PCG system is created for these grasses, with "Points Per Square Meter" set to 0.05 [497].
  4. "Spawn Actor" is enabled, and the grass blueprint is added to "Actor Classes" [501].
  5. "Absolute Global Rotation" and "Snap to Surface" are enabled, and randomization is applied [503].
  6. Additional tree types (e.g., from Mega Plant) are downloaded and their wind settings are configured [522].
  7. These new trees are placed manually or using the PCG paint tool [532].
  8. For manually placed trees, the Nanite settings are changed from "Voxelize" to "Preserve Area" to fix trunk transparency issues [539].
  9. The PCG paint option is used to scatter trees by selecting "Paint" under PCG, enabling "Spawn Actor," adding tree blueprints, and applying global rotation, snap to surface, and randomization settings [543].

3.5. Placing Pillars and Rocks [569]

  1. Stone Pillar assets are downloaded from "Fab" [570].
  2. Nanite is enabled for all pillar assets [576].
  3. Pillars are placed and duplicated to create structures, adjusting rotation and position [579].
  4. Icelandic Terrain assets are downloaded from "Fab" to place at the river banks [604].
  5. To make these assets interact with the shallow water, a tag (e.g., "Rock") is added to the "Bottom Control Tag" of the Shallow Water River [614].
  6. The same tag is then added to the "Actor Tag" of the rock assets [621].
  7. The river simulation is reset to apply the interaction [624].
  8. The simulation is baked to prevent lag when duplicating assets [629].
  9. The assets are duplicated multiple times to fill the river banks [635].
  10. After placing all assets, the river simulation is reset and baked again to ensure all interactions are updated [638].
  11. The water material's "Anisotropy" is enabled and set to 1 to create clearer water [652].
  12. A Mossy Rock material is downloaded from "Fab" and applied to the pillars and rocks [659].
  13. The material's "Specular" value is decreased to 0.2 [666].
  14. Other rock assets are downloaded from "Fab" and scattered using the Foliage system [681].
    1. The brush size is decreased to 100 [688].
    2. The scale of the rocks is increased (minimum 2, maximum 4) [692].
    3. The density is decreased to 5 [696].
    4. Painting is done only on the landscape by disabling other filters and the water body river [701].

3.6. Adding Ivy and Pine Trees [711]

  1. Ivy plants are downloaded from "Fab" [711].
  2. The Foliage system is used to paint ivy onto the pillars [715].
    1. The "Ground Slope Angle" maximum value is set to 180 to allow painting on vertical surfaces [718].
    2. "Static Mesh" painting is enabled [720].
    3. The density is increased to 1,000, and brush size is decreased to 50 [724].
    4. Nanite is enabled for all ivy plants [735].
    5. The ivy material's brightness and translucency brightness are decreased to match other grasses [738].
  3. Pine trees are downloaded from "Mega Plant" [749].
  4. Blueprints are created for these pine trees to enable wind effects [752].
  5. These pine trees are then placed manually in the scene [756].

3.7. Incorporating Visual Effects and Final Render [760]

  1. An Electric Dim Environment project file is downloaded to obtain visual effects assets [761].
    1. The content folders from this project are copied into the current project's content folder [769].
  2. Falling leaves effects are added by dragging the "Niagara particle system" from the "Effects" > "Environments" > "Leaves" folder into the scene [784].
    1. The "Spawn Rate" count in the Niagara system's "Details" panel is increased to 100 to increase the number of falling leaves [792].
  3. Localized volumetric fog is added by dragging the "Fog Cut Blueprint" from the "Effects" > "Mist Cut" folder into the scene [802].
    1. The scale of the fog can be increased [809].
    2. The "Intensity" in the fog blueprint's "Details" panel can be decreased to adjust its density [811].
  4. A small camera animation is created in the sequencer [817].
    1. The camera's manual focus distance is adjusted to focus on specific elements like pillars [818].
    2. A keyframe is set for the camera's transform, and the interpolation method is changed to "Linear" [826].
    3. The camera is animated to move to a different position at the end frame [830].
  5. To render the scene in high quality, the Movie Render Queue is opened from "Window" > "Cinematics" [834].
    1. The "Tutorial Sequence" is added to the queue [837].
    2. In the "Unsaved Config" settings, the "JPEG Sequence" is deleted [840].
    3. Anti-aliasing is added, with "Temporal Sample Count" set to 16, and "Override Anti-aliasing" is enabled [841].
    4. "Game Overrides" and "High Resolution" are added [844].
    5. "Override Subsurface Scattering" is enabled [846].
    6. An EXR sequence is selected for output [847].
    7. The output directory and resolution are set, and a custom frame rate of 24 FPS is chosen [848].
    8. "Render Local" is clicked to start rendering the EXR file [851].