<track id="5sipw"><track id="5sipw"><span id="5sipw"></span></track></track><delect id="5sipw"></delect>

<meter id="5sipw"></meter>

  • <meter id="5sipw"><ins id="5sipw"><strike id="5sipw"></strike></ins></meter><nobr id="5sipw"><input id="5sipw"><ruby id="5sipw"></ruby></input></nobr>

      1. <cite id="5sipw"></cite>

          Managing Content

          Information on creating art content in external applications, importing it into Unreal Engine, and setting it up for use in the engine.


          Not all of the content you need for your game is intended to be created within the Editor. Most of your artistic assets will be created externally, using such tools as 3ds Max, Maya, Photoshop, ZBrush, and others. Below is a very general breakdown of the types of assets that will be created in the Editor versus those that will be created externally.

          Asset Creation Locations

          Created in Unreal Editor

          Created Using External Application

          • Game Levels

          • Materials

          • Particle Systems

          • Cinematic Sequences

          • Blueprint Scripts

          • AI Navigation Meshes

          • Precalculated Light Maps

          • Level Lights

          • Static Meshes

          • Skeletal Meshes

          • Skeletal Animation

          • Textures

          • Sounds (WAVs)

          • IES Light Profiles

          • NVIDIA APEX files (APB and APX)

          Starting Out

          Content Guides

          Select Skin

          Welcome to the new Unreal Engine 4 Documentation site!

          We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

          We'll be sure to let you know when the new system is up and running.

          Post Feedback