Front Wall
In the content drawer I make a new folder for my content
In this folder I make and save a new level
I also import the textures I will be using (downloaded from Ambient CG)
In the modeling mode, I add a box for the front wall – scaling is appropriately
I add a second box to use as my Boolean object so I can make a window for the room
I make the material for the bricks – using just the Albedo texture
I add the bricks material to the front wall
I right-click on the wall and choose “browse to asset”
I then rename the mesh
Under the attributes tab, I select “edit materials”
I drag-and-drop the bricks texture onto the active material slot and click on “assign active material”
Window
I add a rectangle and scale it to form the front part of the window
I add a second rectangle for the rear of the window
I right-click on the cubemap and choose “browse to asset”
I then rename the mesh and I also rename the glass mesh
I select the glass mesh
Under the attributes tab, I select “edit materials”
I change the active material slot to “alias reference” and click on “assign active material” – this will just be temporary
I select the cubemap mesh
Under the attributes tab, I select “edit materials”
I change the active material slot to “advanced flag” and click on “assign active material” – this will just be temporary
Interior Wall
I add a new box and scale it – this will be my interior wall
I make a new material for the planks texture
I drag-and-drop the planks material onto the wall
I right-click on the wall and choose “browse to asset”
I then rename the mesh
Under the attributes tab, I select “edit materials”
I drag-and-drop the planks texture onto the active material slot and click on “assign active material”
Floor
I add a rectangle and scale it to the proper size for a floor
I drag-and-drop the planks material onto the floor
I right-click on the floor and choose “browse to asset”
I then rename the mesh
Under the attributes tab, I select “edit materials”
I drag-and-drop the planks texture onto the active material slot and click on “assign active material”
Ceiling
I add a new rectangle and rotate it into place for the ceiling
I drag-and-drop the planks material onto the ceiling
I right-click on the ceiling and choose “browse to asset”
I then rename the mesh
Under the attributes tab, I select “edit materials”
I drag-and-drop the planks texture onto the active material slot and click on “assign active material”
Blueprints
In the project folder, I add a blueprint class and choose actor
I open the blueprint actor and add a static mesh
I rename the static mesh and open the interior wall mesh
I duplicate the wall three times and place them to make a box
I select the front wall and activate “visible in scene capture only” – this will allow me to see the interior
I add another static mesh for the floor and open the mesh
I add another static mesh for the ceiling and open the mesh
I add a “scene capture component” cube to add a camera
I place the camera in the center
I deactivate “capture every frame”
I also add a light and place it in the box
For the texture target of the camera, I choose “cube render target” and save it
I right-click on the texture and select “create static texture”
Cubemap
I add a new material and rename it
I open the material and add an InteriorCubemap
I add a ScalarParameter and rename it to X_Tiling
I set the default value to 1
I duplicate this parameter and rename it to Y_Tiling
I add an append vector node and connect the two scalar nodes
I connect the append vector node to the tiling input
I add a StaticBoolParameter and rename it to randomize
I activate default value and connect this to the randomize rotation
I import the room texture I just made
I convert it to a parameter and rename it
I connect the interior cube map to the UV input
I connect the room texture to the base color
I apply and save the material
I open the cubemap mesh and open the interior master material