On the right-hand side of the screen, there is an Outliner tab that contains a reference to every item that has been added. I named my level Earth.īefore I add my own content to this project, I want to remove most of the default content that was added when the project was created. When you do this, you will be prompted to save the level. To do this, choose Save Current Level As. You can use the arrows to zoom in or out, as well as to shift the viewport left or right.īefore we make any changes, we should save our level. If you hold down your left mouse button and move the mouse, the image in the viewport rotates in the appropriate direction. In later tutorials, we will look at how to use different viewport configurations for more fine-grained control of models. By default, Unreal opens the perspective viewport. The main area of the window, the part showing the landscape, is known as the Viewport. Rather than doing that, I will introduce windows as we encounter them. Even though we said we wanted no content, the project will have a landscape and some lighting already created for us.Īt this stage, most tutorials I have looked at spend time covering all of the windows that make up the editor. It may take a few seconds, there’s nothing to worry about if there is a slight delay. I have unchecked this because I want to start completely fresh.Ĭlick Create and the project is created. The Starter Content gives us some initial content so that we have something to view. It is possible to add Blueprint to a C++ project, and C++ to a Blueprint project if we need to, later on. The Blueprint button simply means that we initially want to create our project as a Blueprint project rather than a C++ one. I’m going to leave all the other options the same. For the moment, we are going to choose a blank template. The different choices give us some different default operations such as a player character in the case of a FPS. We can choose from a number of different templates such as creating a blank project, a third-person shooter and so on. In honour of all good programming tutorials, we will start off with a Hello World project so let’s change the project name to HelloWorld. Click the Games image to open the games options up. From here, you can either open an existing project or you can create a new one. Once Unreal has started, you will see the Unreal Project Browser. Note: The button is a drop-down because it is possible to have different versions installed. Once you have Unreal installed, you launch it from the Epic Games browser so open that up and click the Launch button to open Unreal. These nodes allow us to do things such as raise and react to events, use variables, or perform actions. This is a system that allows us to use something called a node-based interface to create and configure gameplay elements. Unreal Engine has a visual scripting system called Blueprints. Note: You will require an Epic Games account to install Unreal. You can get the download here and follow the instructions in the video about installing Unreal. I have seen a lot of Unreal tutorials where the first twenty minutes detail the download and installation process, unnecessarily repeating Epic Games content. In this series of posts, I am going to start from basics of Unreal Engine 5, introducing you to Blueprints and then build us up to using Blueprint to create our own games. What I’m not going to do is recap how to install Unreal.
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