Page “Class Defaults”
Page Blueprints
Page Textures
Page Material
Page Material Settings
Nativization
AntiAliasing
Tutorials
The Fake Pages Mesh
BookStacker Actor
Substance Painter Mesh
Change Collision
Introduction
The interactive book for Unreal Engine 4 is an in game book where you can create pages either through textures,widgets or a combination. You can interact with the book by picking up pages and adding them to your book, or read the book real time. You can create several books and pages to be used in your level.
The book uses a queue system to flip trough the pages of a book and it consists of two skeleton meshes, a book actor, a page actor, a capture actor, and animations and a fake pages mesh.
This document further explains the functionality of the book and how to create books, pages and materials so that you can create your own book for your game. The pages and cover requires your own skills to make textures and the only thing that comes with the book is a single cover material that can be color tinted, 12 textures that represents empty pages, cover textures and a lot of examples.
The book was created with first person view in mind, and the idea came from a horror game I was developing where I wanted to pick up pages and also have empty pages that I could interact with trough a widget. I wanted the player to be able to take down notes as they progressed in the game, by unlocking parts of a widget. It could either be a hint at a puzzle, an image or a part of the story that was unlocked as the player progressed. I later saw that Skyrim had something similar to this and I think this book would be a good addition to role playing games.
Enjoy
-TLS
Features
- Pages
- Create pages
- Pick up pages
- Set to specific index
- Set to specific book
- Book
- Create books
- Pick up books
- Go to next/previous page
- Instantly turn to page
- Auto turn to page
- Drop books
- Hide/Show book
- Physics
- Set Book Size
- Book stacking Actor
- Page Material
- Alpha
- Mirror Texture
- Page texture template included
- Page color tint
- Tilable normal map
- Tilable roughness map
- Page Widget
- Widget support
- Widget template included
- Update Widgets Realtime
- Cover
- Cover color tint
- Cover texture template included
- Cover color-id for Substance Painter
- Cover static mesh for Substance Painter included
- Demo room
- Character example
- Books examples
- Pages examples
- Book Stacker examples
- Widgets examples
- Widgets interaction examples
BOOK
The book is the actor “BP_MasterBook” and when creating a new book you need to create a child of this actor. It uses a queue system to flip trough the pages and should have at least 5 pages to flip trough. There is no support for an empty book. The cover comes with a specific length and does not scale dynamically. I recommend having a max of 25 pages, once that limit is reached you can not pick up any more pages and put them into the book. To see examples of books go to /InteractiveBook/Examples/Books/
How to create a new book
The book is the actor “BP_MasterBook” that controls the pages attached to it. When you are flipping trough the pages you are telling the actor to control what page you put in a queue to be the next page to turn. It also does a lerp on the front cover to make it look and feel like a book.
To create a new book go to the /InteractiveBook/Blueprints folder in your project, there you will find the actor called “BP_MasterBook”. Create a child of that actor.
Adding pages to the book
Once the book has been created you can double click the child actor and you will see the “class defaults”. To add pages to the book simply go to the “Page” section and on the “Pages” array press the “+” button. Once a empty slot has appeared you can start assigning the page class you want to appear in the book.
Book blueprints
PickUpBook
This tells the book to be attached and set the animations ready for being read. It requires a scene component to be attached to, this is where it will be snapped to. This should be called from the character so you can reference what book you are reading and check if you already have a book that needs to be dropped etc.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
DropBook
This tells the book to be where to be dropped and to drop it. In the books “class defaults” you can set the books physics. It should be called from the character and you need a reference to what book should be dropped.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
NextPage/PreviousPage
These are the blueprints that tells the book to flip to the next page depending on where you are in the book. Once you click next/previous the page is added to a queue system and it turns one and one page until you have reached your destination. The queue is canceled if you decide to move the opposite direction.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
SetBookVisibility
This sets the cover and all its pages to hidden in game. It also contains a variable called “index on visible”, this sets what page you want to open the book on when it turns visible. Remember, index 0 is the front cover, the last index (index 26) is the back cover.
It does not toggle off the collision on a book that has not been picked up, meaning you can still pick up books.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
GoToPageInstantly
This lets you instantly go to a specific page. There is included 4 different alternatives to go to.
- SpecificIndex
- Takes you to a specific index of your choosing. Remember that “index 0” is the front cover and “index 26” is the back cover. If the index is not valid, nothing happens.
- LastValidPage
- This was included to be able to take you to the last page you picked up. When a page is picked up it is added to the first index it finds that has an available slot. Normally this would be the last page index. This can take you there.
- BookStart
- Takes you to the front cover not turned.
- BookEnd
- Takes you to the back cover turned over.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
TurnToPage
This works a little differently than “GoToPageInstantly”, instead of going instantly to a page, it adds the pages to the queue system and turns the pages like you would with next/previous page, except this does it automatically. It can also be aborted with going the opposite direction.
- SpecificIndex
- Takes you to a specific index of your choosing. Remember that “index 0” is the front cover and “index 26” is the back cover. If the index is not valid nothing will happen.
- LastValidPage
- This was included to be able to take you to the last page you picked up. When a page is picked up it is added to the first index it finds that has an available slot. Normally this would be the last page index. This can take you there.
- BookStart
- Takes you to the front cover not turned.
- BookEnd
- Takes you to the back cover turned over.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
IsCurrentPage
This checks if you are looking at either the Front Side or the Back Side of a specific page. It does so by looking at the next index (the one you want to turn) or the previous index (the one you want to turn back). You can check if the back or front is “open”.
It fetches out a bool that tells if you are looking at that page or not and it also gives you the index in the page array. This makes it easy to find a very specific page and if you are looking at that page.
This can also be used to run events when you reach a specific index.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
GetPageWidget
This gets the widget you are using on a spesific Index. You can either get widget that is used on the backside or the one that is used on the frontside. It will return a userwidget, so if you want to interact with the widget, you can cast from the userwidget to the widget you made.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
CapturePageWidget
This captures the widget again. The widgets are always captured on the “EventBeginPlay”, but if you are going to interact with the widgets on specific pages, you need to recapture the widget once you have interacted with it. This updates the widget on an Index.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
FindPageClassIndex
This searches trough the book and tries to find a specific page class. It will then return a bool that tells you if it found a page or not. It also returns what index the page is located at. It is very handy if you want to find specific pages or interact with pages that have widgets.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
Cover Material
After assigning pages the next thing is to add a material to the cover. I have created a standard cover with a color tint that can be used. It was made in substance painter with a white page so it allowed for tinting. Feel free to use this or you can create your own cover in substance painter with the static meshes that comes with the project. It can be found in the material folder, and is called “MI_Cover”, duplicate this.
Assign the material to the Book actor in “Class Defaults”, under “Cover” there is a slot to assign Material called “Cover Material”.
Do you want to create your own texture or edit the current one you can use the textures that can be found in /InteractiveBook/Textures/Cover/
- Cover_Template
- A template that shows you positions and where to place text for the cover
- Cover_Diffuse_White
- A texture I made that can be tinted in the material. You can use this to add text upon etc, like I have done in several examples.
The Material instance contains different textures to add to the material. It also has a tintable option. Its a color that multiplies with the texture. Feel free to make your own material if necessary.
There is an Cover Template that you can use to put text and textures on your own cover. If you want to make your own texture for the cover I do recommend to use substance painter with the two meshes that was created for use in substance painter, they come with the project called “SM_CoverMesh_Static_Closed” and “SM_CoverMesh_Static_Open”. These two meshes was used to create the textures in Substance painter and can be used in Substance painter by you for the same purpose if you need to create a really cool unique cover. They can be found in /InteractiveBook/Mesh/StaticMesh/
Book “Class Defaults”
- BookSize
- Scales the book on XYZ, this will also scale the pages that are attached to that book and that is picked up to make it look consistent.
- BookRandomSize?
- Toggles if the book should have a random size. It scales the book in XYZ random depending on the variables below. “BookRandomSizeMin” and BookRandomSizeMax”
- BookPhysics
- “None” which turns of physics.
- “OnDrop” which means the book has physics when it is dropped by you into the world.
- “PrePickup” which means the book has physics before you pick it up, meaning on “event begin play”. This means the book does not have physics when dropped again.
- “Both” means it has physics on “PrePickup” and “OnDrop”.
- PageSpawnState
- This is a more recently function that was added to increase performance. The pages in the book, instead of being spawned on “Event begin play” can now be spawned in 3 different ways. It is instead replaced with a low poly mesh of fake pages. It is more visually appealing to have the fake page mesh.
- “SpawnOnEventBeginPlay”, this spawns the pages in the book when you open the level, it is very costly and not recommended.
- “SpawnInRadius, this spawns the pages when the player is in a certain radius of the book. It depends on how many books you enter at the same time that determine how costly this is . You can set how large the radius with the variable “PageSpawnRadius”
- “SpawnOnPickUp, this is my favorite and the one that gives the best performance. It only spawn in the pages when you pick up the book. It looks the best because the fake page mesh is always there and you only see the pages when you have it picked up.
- This is a more recently function that was added to increase performance. The pages in the book, instead of being spawned on “Event begin play” can now be spawned in 3 different ways. It is instead replaced with a low poly mesh of fake pages. It is more visually appealing to have the fake page mesh.
- PageSpawnRadius
- Determines the radius of how far away the pages in the book spawn in, you need to set “SpawnInRadius” for it to have any effect.
- FakePagesMaterial
- Material for the fake pages that are generated when “PagesSpawnState” is set to “SpawnOnPickUp” or “SpawnInRadius”
PAGES
The page is its own actors called “BP_MasterPage” and are attached to and controller by the book. They are commanded by the book to turn and stack when required to do so. They do not spawn in the book until the book is picked up. Pages has their own material that you can create textures for.
To see examples of different pages to to /InteractiveBook/Examples/Pages/
How to create a new page
The page is a separate actor from the book and is attached to the book once it is picked up. There is really only one blueprint in the page actor that is worth paying attention to, and that is the “PickUpPage” blueprint. It adds the page to a book.
To create a new page go to the /InteractiveBook/Blueprints folder in your project, there you will find the actor called “BP_MasterPage”. Create a child of that actor.
Page “Class Defaults”
- PageMaterial
- This is where you assign the page material for this page.
- PagePickUpMehtod
- When calling “PickUpPage” from a character you can set the Page “Class Default” on how you want your page to be added to your book. You can either set it to “FindFreeSlot” wich finds the first slot that is available in the book or you can use “SpecificIndex” where you which allows you to put the page on a specific index in that book. The index though, has to be available, or it will not will be picked up.
- PageSpecificIndex
- This is the index you want to put the page, this is only used when “PagePickUpMethod” is set to “SpecificIndex” and that index is available in the book you are trying to add it into.
- LockedToBook
- If you set this to a book class it means that this page can only be added to that book class. It is nice to have if a page belongs to a very specific book and you don’t want to allow the player to add it to any book.
Page Blueprints
There is really only one blueprint in the page actor you have to be concerned about and that is “PickUpPage”.
PickUpPage
This lets you pick up a page and add it to the book. The page will attach itself to the first free index it will find between 1 and 25. This is normally called from the character. It requires a book reference, which is the book this page will be added to.
To see how it is used in my demo level please go the character actor in /InteractiveBook/Examples/CH_InteractiveBook
Page Textures
There are several ways of creating a textures for the pages. I do recommend using widgets only for pages that need interactions and rather use double textures for books that contain a lot of pages. An example of books with a lot contents would be the books they have in Skyrim
- Single texture.
- This will be a single texture that is mirrored on both sides of the page. Front side and backside of the page. This is ideal if you want to use widgets on the page and only need a texture that is the look of the page. There are examples of this in the demo room.
- Double textures
- This process you have to create two textures and this is the recommended way if you want to create text. An example would be to make the front of the page with text and texture on it, call it “Front Page”. Duplicate it, call it “Back Page”, then flip the texture and use that as your back texture. This is required if you have a very specific texture you want to show mirrored on the back side. There are examples of this in the demo room. This also is shown in the Front and Back Page templates that comes with the project in /InteractiveBook/Textures/Page
- Widget and single texture.
- Recommended way of using widgets. Have only text or image be part of the widget, the texture of the page itself is only one mirrored texture. I do recommend using widgets as little as possible, they are mostly there if you are planning to interact with the content of the page. There are examples of this in the demo room.
- Have the textures and text in widgets.
- I highly recommend not doing this in large numbers. Using the widget for many pages I do believe will cause performance issues and its just as easy as making them textures.
The templates for the front and back page shows you where to put your texture and text. The pages are saved out as a “png” with transparency.
Take note of the little area in the top right, these places must always be completely transparent even though your page has no masking. The page is created with several uv-channels and will not work correctly if this area is covered up.
Page Material
The pages use one material and several uv channels to achieve the combination between widgets, back and front texture and mirrored textures. For every page you create there should be a page material instance that follows with it. All you need to do is to duplicate the material instance “MI_Page”, and assign it to a page, it is located under :
/InteractiveBook/Materials/
Page Material Settings
After duplicating “MI_Page” you can edit the settings on your new material. Below you can find each setting and what it does.
- PageTextureFrontSide
- Texture that is applied to the front side of the page.
- PageTextureBackSide
- Texture that is applied to the back side of the page
- ColorTint
- You can tint the colour of the page with this tint
- UseFrontTextureOnBothSides?
- This mirrors the Front page texture onto the back of the page. The result will be “PageTextureFrontSide” on both sides.
- AlphaOn?
- Turns of Alpha
- UseAlphaFrontSide
- If this is true, you are using the Alpha from the texture that is in the front page. However, if you turn this off you are using the alpha from the texture on the book page.
- UseNormalMap?
- Turns on/off normal map
- PageNormalMap
- Texture for normal. Normal map applies to both sides of the page. It is mirrored.
- NormalMapStrength
- NormalMapUTiling
- Tile the normal map horizontally
- NormalMapVTiling
- Tile the normal map vertically
- UseRoughnessMap?
- If you want to use a roughness texture or not.
- RoughnessMap
- Texture for roughness map. Roughness map applies to both sides of the page. It is mirrored.
- RoughnessStrength
- RoughnessMapUTiling
- Tile the roughness map horizontally
- RoughnessMapVTiling
- Tile the roughness map vertically
After you have finished editing the settings and applied textures you are now ready to add the material to a page. Go into a created page and in the “class defaults” you can find “Page” and “PageMaterial”.
Widgets
The idea that you can use a widget to put on a page came from a game me and a friend of mine were making. It was a horror game where you could write puzzles hints along the way. The way it worked was that you could look at something and hit “E” and you would toggle a hide on a line of text or an image on a page in your book. I did not finalize this idea because I got to caught up in making the book itself work, but this very possible and I have made an example of this in the demo room.
You can also do this by swapping the textures on the page, though it would be forced to swap the textures in a specific order. With widgets you can toggle whatever element you want in what ever order you want.
Widgets might be costly, they create a render target texture at 1024×1024 (default) and needs to recapture the page every time you toggle something on them to show an update. They will not be captured until you play.
Examples of pages with widgets can be found at /InteractiveBook/Examples/Pages/
Create widgets
Duplicate the template that comes with the project, it is located in the /InteractiveBook/Widgets folder and is called “Widget_Page_Template”. Once duplicated you can double click the new widget and start adding your own text or images to the widget.
Remember, all widget elements must be aligned to the middle of the “Page Canvas Panel” for it to come out correctly.
Assigning widgets to the page
Once your widget is created you can assign that widget to a page. Open a page and go to the “Class Defaults”, here you will find a category called “Widget Settings” and this is where you can assign it to either the front page or the back page. The slots are called “Widget Front” and “Widget Back”. Once the widget is assigned you can test it in your scene by dragging out the page and hitting play.
It is fine to have an empty slot, it will still work just as fine. The widgets are rendered on a separate UV-Channel and are rendered together. Once you hit play the widget will show up on the page.
Widget page settings
On the page actor you have several settings in the “Class Defaults” that are for the widget. These settings are applied before you capture the page onto a render target. The recommended settings is already set.
- WidgetFront
- Slot for widget that will be displayed on the front of the page
- WidgetBack
- Slot for widget that will be displayed on the back of the page
- Widget Resolution
- This is the resolution of the render target. There are only 2 options 1024×1024 and 2048×2048. It is recommended to use 1024×1024. 2048×2048 will make the widget look sharper.
- Widget Mip Map Settings
- The render targets Mip Map settings
- Widget Texture Group
- The render target textures texture group
- Widget Format
- The render target texture format
Widget Interaction
If you want to interact with a widget that is on a page you have to somehow cast to that widget that belongs to that specific page. I have made a couple of blueprints that helps out with that. In the demo character that is being provided you can see a good example of how to interact with a specific widget.
The first thing that needs to be done is to find the specific page you are looking for. This can be done with finding the book and then use the “GetPageWidget” blueprint. You need to know what index the page with the widget is on. If you don’t know what index the widget is on or the page will be picked up and added at a random number you can search for that page by using “FindPageClassIndex”, it will check if the page is in the book and return a index for you.
After you got the correct user widget, you need to cast to the widget that was made for that page, and then you can use what ever custom events or functions you have made for that widget. When done, you need to recapture the render target for the page again by using the “CapturePageWidget” function.
DEMO ROOM
The demo room was made so that the user has examples of how the blueprints are used. The room contains several books made for demo purposes, several pages to pick up and examples of how the books look with different number of pages in them. There is also a character that contains almost every blueprint you can use to demonstrate how everything works and how you can build your character. There has been added comments on everything and there is also comments on every tool tip on public variables.
One recent small feature I created was the ability to stack books, I used this actor to create the shelves with rows of books on them. I also created a text actor that is there to describe what you are seeing, the demo room is also available for download anybody who wants to try it out.
The Example Level
A level has been added to the project, it is the same level as the demo you can download. Here you can find examples of pages, books and the book stacker. It is located at /InteractiveBook/Examples/
The Example Character
The example character is a character blueprint that is included with the marketplace asset, it is called “CH_InteractiveBook”. In here I have made a character that uses the books blueprints to do different actions. I have commented and tried to describe as best I can to make sure it is understandable for other users. The character can pick up books, read them with left/right mouse button, pick up pages, drop books, turn to page, instantly go to page and interact with pages that have widgets on them.
The character is located in /InteractiveBook/Examples/
The Example Books
There are a lot of books in the example level that is provided, some er just different variances and some are just there with empty pages. Others are using the bookstacker actor and other books are placed out manually.
- “Book_Example_Infobook
- I made this book to have general information about “Interactive Book” as a book. Most pages are made with two textures and some pages are made with widgets and a single texture.
- “Book_Example_Empty_ 5-25
- These books are made with empty pages, and use a single texture for both back and front side of the page. They were made to demonstrate how a book looks with the different amount of pages in them. A book with 25 pages is a lot of pages to read and this is were I set the limit.
- “Book_Example_Lorem_Volume 1-3”
- These books were made to just give some variance and give more examples of full books with different text on different pages. Like a book that can be typically found in rpg like Skyrim and is used to fill out the history of the world you are in.
The example books are located at /InteractiveBook/Example/Books/
The Example Pages
The example level has plenty of pages made for demo purpose, I use most features in the example level and if you look at how they are put together it should be pretty clear how everything works.
The example pages are located at /InteractiveBook/Example/Pages/
- “Page_Example_InfoBook”
- These pages in this folder are used using two textures with text/images, one texture for the front side of the page and one for the back side of the page.
- “Page_Example_Widgets”
- These pages are made using a single texture that is mirrored and a widget. They are there to demonstrate how a page with a widget was created.
- “Pages_Example_Lorem”
- These pages were made to demonstrate a set of pages in a book that has a lot of text/images. They were created with using two textures, one for the front side and one for the backside.
- “Pages_Example_Empty”
- These pages were created just to make empty pages that use a single texture.
OTHER
Performance
I think the books and pages has a great performance, of course this is entirely dependent on how many books you are using and if you have the pages spawn method set to “SpawnOnPickUp” it will perform best. This allows all the pages to not show up until you trigger “PickUpBook”, they are instead replaced with a low poly fake mesh that represents the pages. In the demo level you can see that I have quite the selection of books. In fact, there is almost 300 of them.
As long as you don’t go crazy I do not think there is going to be an issue and also remember that when the pages spawn is a contributor to performance. You can read more about that in the “Book Settings” part of this documentation.
What you chose for resolution for textures for the covers and the pages is entirely up to you. I have chosen 1024×1024 for the pages and 2048×2048 for the covers. The minimum size for the render textures for the widgets is 1024×1024. You can also toggle off physics for better performance.
The demo runs everything on “Epic” setting I believe, and it uses your native resolution, you can try the demo out and look for yourself.
Nativization
Nativization has been tested with the 4 main actors that are being used and it was packaged without any errors. The blueprints that has been tested are the ones in the list below. They were also used in the demo.
Anti-Aliasing
I did some testing with the render setup on the demo level and I could tell that there are tiny issues with TemporalAA when there is a lot of motion. I also tested with FXAA and that worked much better, so I do recommend using that. If you want to swap AA setting go to “Project Settings/Rendering/Default Settings/Anti-Aliasing Method”. Most of the videos I have shown off has been with TemporalAA.
Tutorials
I have not at this time had the opportunity to make any tutorials, I do believe this document should be sufficient enough to cover how to create your own book and pages. I have recorded the process of creating books, pages and widgets. I have however not had enough time to record voice over and edit them together.
The Fake Pages Mesh
There is a low poly mesh that gives the illusion of the book having a lot of pages. The reason for this is simple, performance. That mesh however is being hidden depending on how you want your pages to spawn in. I have it set to “SpawnOnPickUp” as default as this is the most performance friendly. This means that when you pick up the book, it spawns the actual pages and hides away the low poly fake pages mesh. In the book settings you can change when the pages spawn in. See “Book Settings” to find out more.
There is also included a material instance for which you can tint in case your pages look another color than the one that is set up currently. You can set the material in the books “Class Defaults”
BookStacker Actor
BookStacker is an actor that was included to easily stack the books along shelves, it includes a bunch of settings on how to achive this. You can randomize the books, set the length, loop the books, set size and random size. Drag the actor into the scene and start adding books to it.
The settings for Bookstacker
- BookToStack
- This is the array you add the books you want into the stack. They will appear in the order you set them to, unless “RandomizeBooks?” is toggled on.
- Loop
- Will let you loop the books you have added to the stack, and then the variable “LoopLength” will decide how far the stack will go.
- LoopLength
- Length of stack if you have it set to “Loop”, if not the length will be the length of the number of books you have in the stack.
- RandomizeBooks?
- Will randomize the books you have added to the stack. If will fetch a random number from the array and spawn that as the next book.
- BookSize
- Does the same thing as “BookSize” in the book, you can set the size of the book, it scales the book in XYZ. This applies to all books in the stack.
- BookRandomSize
- Does the same thing as “BookRandomSize” in the book “class default”, it randomizes the scale between the two values below. This applies to all the books in the stack.
- BookRandomSizeMin
- Does same thing as “BookRandomSizeMin” in the book “class defaults”. Is only used if you have “BookRandomSize” on.
- BookRandomSizeMax
- Does same thing as “BookRandomSizeMax” in the book “class defaults”. Is only used if you have “BookRandomSize” on.
- ExtraSpacing
- Gives extra empty space between the books in the stack.
Substance Painter Mesh
There is two meshes included that are there to help you create your own textures for the cover. There is one that is open and one that is closed. I used the one that is closed for the baking of the mesh and the one the one that is open to texture in substance painter. I have also included a Color-ID for usage in substance painter so you can easily pick out the important parts and use it as masks.
The two meshes is located under /InteractiveBook/Mesh/StaticMesh/
The color-id is located under /InteractiveBook/Textures/Cover/
- SM_CoverMesh_Static_Closed
- A mesh of the cover with uv’s aimed at Substance Painter for baking.
- SM_CoverMesh_Static_Open
- A mesh of the cover with uv’s aimed at Substance Painter for creating the textures etc.
- T_Cover_ColorID
- A texture that makes it easy to pick out the different sections of the cover in Substance Painter
Change Collision
The advantage of using your own collision presets is that it would be easier trace for the books and pages. There is two main collisions you have to be concerned about, they are currently set to be WorldDynamic and WorldStatic.
The first one is the collision for the book. If you open up “BP_MasterBook” and look in the hierarchy you will find a collision called “BookCollision”, this is the collision for the book. If you want to use your own collision preset this is the one that needs to have that preset.
I would suggest making your own collision in “Project Settings – Collision”. Change the book collision to the new preset and for example make a preset called “Book”. Then go into “BookCollision” and change the preset to the preset you made.
Conclusion
Oh boy, it has been a long time in the making and scratching together all the spare time I could the last couple of weeks to really finish up this project has been intense, but enjoyable. I like the idea of having a more interactive book that is a mesh, a book you can communicate with, rater than the usual canvas books. This project has been great fun and I have learned a lot. I do hope somebody finds this useful and who knows, maybe I will see it in a game some day. You never know..
I will keep this up to date and I will try to add more features depending on feedback..
-TLS