UNREAL ENGINE 4
The Unreal Engine 4 Cine Camera Actor is great for re-creating the cameras you see in films! You can select a preset that mimics cameras like an IMAX 70mm, or set up your own. I usually aim for a 35-55mm lense for an environment scene.
The directional light intensity is set to 10 by default (in version 4.18 and below) when you drag it in – but that can be too strong depending on the kind of scene you are creating. 3.14 is a good value for a grey overcast day and up to 10 is great for a hot, hot desert. In Unreal Engine 4.19, this has changed to using Physical light units, now making this even easier to set up!
Try to choose a suitable cube map that fits your scene as best you can. There is no point using a night-time HRDI if you are trying to create a realistic an orange desert scene. You can also adjust the amount of bounces that the skylight supports during a lightbake in World Settings>lightmass.
As Unreal Engine 4 uses a PBR system, its lighting relies heavily on materials being correct. Try to make sure your albedo values are right for the material that you are representing. If it's too dark, you may find your light bounces during bake do not have much effect and you may also find your roughness not reacting to light correctly, too.
Post-processing tools like Colour Lookup Tables are powerful for adding that final polish to your scene. But make sure not to jump into this before you have your materials and lighting all set up correctly as this can skew your results and you might end up with something rather funky.
LOGICAL PIVOT SET-UP
When building larger levels with many props that are instanced, make sure that you have set up your pivots in a logical way and that you keep them in the same place throughout updating the mesh itself. This removes the need to go in and adjust all the locations inside your game engine.
VOLUMETRIC FOG AND LIGHTING
In Unreal Engine 4.19, the way in which volumetric fog and lighting works has been revamped and it now more accurately depicts Create the grass Let’s start off by figuring out which pieces of foliage you will be needing for your biome. Once this has been decided upon, you can now create the different bits of foliage that you will need and edit all of the vertex normals to be pointing straight up so that there will be no harsh intersections with the ground inside Unreal Engine 4. Now let’s go ahead and assign vertex colours to the model so that the base is black and the tips are white for use when setting up the grass movement. Devise the grass types Create a Landscape Grass Type by rightclicking in the content browser and finding it under the Miscellaneous tab. Click on the + symbol to add a new element. In the Grass Mesh slot, add the grass mesh that you have created. You can add multiple meshes to this or even make new grass type actors to control their parameters and where they spawn on the terrain separately. the material Make a masked material with the two-sided foliage shading model and plug in basic diffuse, alpha and normal textures. Plug the diffuse into the subsurface colour with an optional multiplier. Create a Simple Grass Wind (SGW) and connect it to World Position Offset. Add a Vertex Color node and plug the red channel into the Wind Weight of the SGW. Create two constant vectors for the Wind Intensity, Wind Speed and Additional WPO, and tweak the values to control the effect of the wind. tweak the grass parameters Now alter the parameters in the Landscape grass type actor. I set the min and max sizes to around 0.9 and 1.1 for some scale variation. For the main grass, leave the density at 400. I also have Random Rotation and Align To Surface checked. Now you are free to set up any other grass types and build up your scene. Combine them with foliage painting to build up unique and interesting areas in your level.