Most Important Settings for Unreal UE4

Screen Space Global Illumination

Normal Map Settings

Rotating Texture Maps

UVW Mapper

UV-Puppy Download

Anisotropy PBR Material

Fresnel Falloff

Level Blueprints

Setup Level Blueprint: Executive Command Console: stat unit

stat engine
stat fps

Datasmith Prep

Enable Dataprep Editor

Console Commands:

r.ScreenPercentage 25;

r.SetRes 1280×720;



PROFILING – GPU Profile Manager

Select Translucent Objects

Under Settings drop down you’ll find a tick box for Allow Translucent Selection

SHORTCUT – just “T”

Material Wind

Planar Reflections

If you are using Planar Reflections, you need to activate them inside the Project Settings.

Search for: global clip

Support Sky Atmosphere

First you need to activate in the Plugins the Volumetrics. After that, you also need to connect the directional light to the atmosphere. (inside of the directional light settings)

Furthermore, you need to go into the Project Settings and make sure you check the Support Sky Atmosphere.

Exponential Height Fog

Only the Exponential Height Fog works together with this system. To make sure, that the Exponential Height Fog will use the Environment Colors, you need to set both colors to black.

Wireframe Material

Number of LODS



Reflection Trick

Distance Field Shadows

Project Setting: –> Generate Mesh Distance Fields

Important note: You can have ray traced shadows, you can have cascaded shadows and you you can have distance field shadows.

That being said. If you are using Ray Tracing in your project file, you can obviously use ray traced shadows. But when you use them, distance field shadows are not working.

As a fallback – if ray traced shadows might not work because of DirectX11 users (non DirectX 12 users, non RTX users) you can use distance field shadows. Light has to be set to moveable, because it’s all dynamic. That being said. Distance Field Shadows seem to be the best and fastest option to generate more realistic looking shadows if ray traced shadows are not an option.

Block Game-Play Window Resize

Project settings – just go up to “all settings” and type resize
–> Uncheck Allow Window Resize

Clone Trooper Voice


How to Create a Cut Scene + Level Blueprint

Material Opacity with Lerp

hold L and right click for Lerp

Parallax Occlusion Mapping


For the animation to play in game, we must trigger it fro a Blueprint, in this case the Level Blueprint:


  1. From the Editor Blueprints menu, choose Open Level Blueprint:
  2. In the Level Blueprint, drag the Event BeginPlay execution graph and create CreateLevelSequencePlayer node that will follow it:
  3. Drag the CreateLevelSequencePlayer node’s Return Value output and create a Play node that will be executed after it and receive it’s output:
  4. The Level Blueprint now has instructions to play a Level Sequence,
    but it’s not yet specified which Level Sequence to play:
  5. In the Variables list on the left, press the +Variable button to create a new variable and name it:
  6. With the new variable selected, in it’s details on the right, press the Variable Type button, and locate Level Sequence – Object Reference type:
  7. The Level Blueprint now contains a variable named seq of type: Level Sequence – Object Reference:
  8. Drag the new variable to the Blueprint and choose Get when placing it:
  9. Connect the variable’s output to the Level Sequence input of the CreateLevelSequencePlayer node:
  10. With the variable selected, in the details panel on the right, select the Level Sequence object it will be referencing:
  11. Press Compile and save the Level Blueprint:

The Level Blueprint now has instructions to play the desired Level Sequence when the level begins playing so a the animation we created plays when we hit play game in the editor:

Force All Ray Tracing Effects

How To Load Levels in Game Play

Render Lighting Only