By now you have noticed the "Preview" labels in the shadows and the light leaking under walls. This is because all the lights in the scene are static and use precomputed, or baked lighting, which has not been calculated yet. The "Preview" text is there to remind you that what you are seeing in the viewport currently is not what you will see in the game. To get the scene looking better, we need to run the Build process.
到目前为止,您可以看到阴影中的 "预览" 标签和墙底下的漏光效果。这是因为场景中的所有光源都是静态的,并且使用预计算或烘焙光照,但是这个预计算光照还没有进行计算。那里的 "预览" 文本是为了提醒您: 您目前在场景中所看到的效果不是您将在游戏中看到的效果。要想使得场景看起来更好,那么我们需要运行 Build(构建) 过程。
Building in Unreal Editor is fairly straight forward: choose your quality setting and click the
button to expand the Build Options then expand the Lighting Quality menu:
要想选择您的质量级别,请点击**Build**按钮旁边的**Down Arrow**来展开 Build Options(构建选项) ,然后再展开 Lighting Quality(光照质量) 菜单:
2 Set the Quality Level to Production.
设置 Quality Level(质量级别) 为 Production(产品级) 。
Before beginning a Build, remember, it can take a while on larger levels. Our small hut may not take too long, but a scene with hundreds of lights that covers many square kilometers will take substantailly longer.
在开始 构建 之前,请记住,对于较大的关卡来说这可能要花费一段时间。我们的小屋关卡可能不会需要太长的时间,但是具有上百个光源、覆盖许多平方公里的场景所需的时间将会非常长。
button, you will be able to fly around your level using the Mouse and WASD keys. While in Play mode, your game is actually running and the renderer is exactly the same thing you would see in a stand alone client.
最后,还记得您放置的Player Start(玩家起点)吗? 如果您点击**Play** 按钮,您将可以使用鼠标和WASD键在您的关卡中到处游走。当处于Play(播放)模式时,您的游戏实际上是正在运行的,渲染器和您在独立客户端上看到的东西是一样的。