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Untitled

The document provides an overview of various tools available in the Unreal Engine editor interface. It describes the Level Editor and its main viewport, toolbar, outliner and details panel. It also covers actors and how to place them in a level. Additional topics covered include the content browser, material editor, static mesh editor, and hotkeys.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
62 views

Untitled

The document provides an overview of various tools available in the Unreal Engine editor interface. It describes the Level Editor and its main viewport, toolbar, outliner and details panel. It also covers actors and how to place them in a level. Additional topics covered include the content browser, material editor, static mesh editor, and hotkeys.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Contents

Level Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1
Actors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
Content Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Hotkeys . . . . . . . . . . . . . . . . 2. . . . . . . . . . . . . . . . . . . . . . .4
1
Material Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
Static Mesh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Project Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7
Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8
Marketplace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9
Searching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10
Plugins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
1 Project Settings . . . . . . . . .2 . . . . . . . . . . . . . . . . . . . .12
Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13
C++ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
Blueprints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
Tips & Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
Nanite . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .17
Lumen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
Megascans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19
Quixel Mixer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Join Us! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21
Need Help? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

2
Level Editor
The Level Editor includes Details panel
a range of tools for placing Shows information about the
and manipulating objects, currently selected object or
building environments element.
1 2
and setting up game play
mechanics. It is the main
window of Unreal Engine.

Viewport
Main area of the interface where Content browser
you can view and interact with Central location to manage assets
your game world. in your project.

1 2

Outliner
Displays all the objects within the
Toolbar scene in a selectable hierarchy.
Located at the top of the
interface and contains a variety of
tools and options for working with
the engine.

Page 1 1
Actors
Actor is the term for anything After adding an actor to the
that can be placed in a scene you can click on it and see
the details about it.
level. They can be static or
dynamic. Actors support In the transform section at the
1 2 bottom you can choose which
3D transformations such
type of actor that object will be.
as translation, rotation and
scaling.

You can add a Place Actors panel


from Window > Place Actor. The
panel will show up on the left side
Static is for Actors that are not
of the editor window. Drag and
intended to move or update
drop the actors from the panel
during game play.
into the scene.
1 2 Stationary means they can
There are different panel types
change during game play but not
available in the different tabs
move.
along the top.
Movable means an actor can be
added, removed or moved during
game play.

An Actor A Pawn A
is anything is an Character
that can actor that is a
be placed can be humanoid
in a level controlled. pawn.

Page 2 2
Content Browser
The Content Browser is Inside the right click menu under
where you manage the Imported Asset you can reimport
your asset if it has changed or
assets in your project. The
also reimport with a new file to
Content Drawer button is
1 2 replace your asset in the scene.
located at the bottom toolbar
in the editor. It opens a
temporary Content Browser.
If the Content Drawer is
Docked in Layout it stays
open. Right click on an asset and
choose Asset Actions > Select
Actors and find all the places the
Assets can be dragged and asset is referenced in the scene.
dropped into the Content
1 Browser or imported with the 2
Import button on the top left of
the window.
Any folders and items will import
with the same folder structure You can search the Content
into the folder highlighted by the Browser with the search menu.
mouse. Next to the search bar is a
save icon so you can save your
searches. You can also use the
filter drop-down to filter your
searches.

Page 33
Hot keys
Hotkeys are a way to speed Viewport Hotkeys
up your workflow in Unreal Ctrl ` - Cycle between world and
Engine. If you want to add or local coordinates
change hotkeys you can go F - Focus on the selection
1 2
to Edit > Editor Preferences End - Snap to floor
> General > Keyboard Space - Cycle between Translate,
Shortcuts. Make sure to Rotate and Scale
use the Search Bar to find
the shortcuts you want to
change.

W for Move E for Rotate R for Scale

Bookmarks
1 2 You can bookmark up to 10
locations and orientations. Set
Asset Management
your view the way you want and
F2 - Rename selected item. hit the control key plus a number
key.
Level Editor To call back the view assigned to
Ctrl E - Open selected item in the the number hit the number used
Static Mesh Editor to set up the bookmark.
H - Hide selected actors
A list of bookmarks are in
Ctrl H - Unhide all actors
the Viewport options menu
Ctrl Alt - Use a box selection on the top left.

Page 44
Material Editor
The Material Editor is a tool Some Basic Nodes
that creates and modifies the Constant3Vector: This is a basic
materials used on 3D models color node. Click the black area
in Unreal. The Material Editor and pick a color.
1 2
Texture Sample: This node
is node based and the nodes
are connected to create contains an image texture. If you
drag an image into the Material
anything from simple to Editor it will be in a texture
complex materials. sample node.
Constant: Single numerical
Material: Is built with nodes in the value.
material editor.
Material Instance: Is built from
a parent material and can be
modified without recompilation of
1 2
the material.

The material node setup above


To create a new material right contains:
click in the content browser and
choose Material. You can then Constant3Vector for color
double click the new Material to Constant for roughness
add nodes in the Material Editor. TextureSample for normal map

Page 55
Static Mesh
The Static Mesh Editor To change the material in the
is a tool to preview and static mesh editor find the
Material Slots in the top right of
manipulate the properties of
the window. Select the material
static meshes. A static mesh
1 2 name and in the drop down pick
is a model used for world the new material.
geometry. The editor allows
you to modify the look,
collision and UVs of the static
meshes in Unreal.

To open the editor double click To change the collision settings


a static mesh inside the Content you can click “Customize
Browser/ Content Drawer. Collision” and pick a static mesh
you want to use for a collision.
1 2

Save: Save the static mesh.


Browse: Open the content
browser and find another static
object to modify. You can see the details of your
Reimport Base Mesh: Allows you mesh in the upper left corner of
to re-import the mesh to update it the Static Mesh Editor viewport.
if it has been modified outside of
Unreal.
Collision and UV: Allows you to
modify collision and UV.

Page 66
Project Templates
Unreal templates are Most of the options for projects
available when you set can be modified later in Edit >
up a new project. Click Project Settings.
the different tabs to see
1 2
the many options that are
available. In the templates
many parts of the project will
already be set up. Use these
If you aren’t sure if you want
templates to get a jump start Blueprints or C++ you can pick
on your project. one and add the other one later.
Target platform selects if you are
There are four ready-made planning to publish to Desktop
template sections you can choose or Mobile. Quality should be
maximum for PC or Console and
1 2
Scalable for mobile.
Starter content includes extra
content to use for designing your
project.
Ray tracing will be enabled or
disabled.

There are also many Sample


Each template has a description projects available in the Epic
and options for your game. Game Launcher.

7
Page 7
Preferences
To change your Preferences Commonly changed preferences
in Unreal Engine go to Edit > Level Editor > Keyboard
Editor Preferences. These Shortcuts - Change keyboard
changes will affect your shortcuts.
1 2
General > Loading & Saving -
preferences in the Unreal
Editor. It is also where you here you can choose to load the
project default or the last loaded
can configure plugins that level on startup.
are in your project.
General > Tutorials - To turn off
the new tutorial alert.
Engine > General Settings -
Editor Preference Categories: Scroll down to the Screenshots
category and choose your default
General screenshot directory.
Level Editor
1 2
Content Editors
Plugins
Privacy
Advanced Content Editors - Configure the
look and feel of the editors in
Unreal.
Plugins - Configure the Plugins
you have activated.
Editor Preferences has a search
bar and is often the best way to General > Appearance > Graphs
find specific preferences. You can customize the graphs
you see in the Material and
Blueprint editor.

Page 88
Marketplace
The Marketplace is an online To find content you can browse
store where content creators the different sections of the
Marketplace.
connect with developers and
offer content and code. It
1 2
contains both free and paid
content and is available as a
tab on the Unreal Engine part To purchase an asset add it to
of the Epic Launcher. your cart and checkout.
Once you checkout you will find
the asset in your Unreal Engine
The Marketplace has monthly Library.
free content you can find under
Free > Free For The Month.
There are many other free items If you purchased a project you will
you can find in the Free tab have a Create Project button.
1 2
If you can add it to your project
you will have an Add To Project
button.

When you select Create Project it


When you search will create a new project.
in the Markeplace When you select Add To Project
there are many it will ask you which project you
search options to want to add it to. You can select
help you find what a currently open project.
you need.
After processing, your project will
have the purchase in the content
browser.

Page 9 9
Searching
Searching in Unreal is a very Unreal supports sophisticated
searches and allows searches of
powerful tool. It allows you asset metadata.
to find and locate specific
Operators are based on normal
assets, code snippets or 2 search syntax using standard
1
other resources within the arithmetic operators.
engine by using keywords, Strings can be quoted or not
phrases and filters to narrow quoted.
down your search results. Special Keys are also available
for specifically Unreal functions.
Most windows in Unreal Engine Name
have search bars, including all Path
settings windows and editors.
Class
Collection
1 2
Hovering over an asset brings up
the Metadata. Metadata names
can be used for search arguments
You can use the setting gear to using the syntax
narrow your search. [Metadata Name] [Operator] [String or
Numeric Value]

In this case
UVChannels=2
would bring up
this asset.

10
Page 10
Plugins
Plugins are modular To install a built-in plugin just
packages that extend the check the box in front of the
plugin. Unreal will confirm you
functionality of the Unreal
want to enable the plugin. After a
Engine.
1 2 plugin is enable you may be asked
There are many built-in to restart Unreal Editor.
plugins created by Epic
Games but they are not
installed by default. For
performance, only install the
To install plugins from the Unreal
plugins you actually need for Marketplace check out (from
your project. your cart) the plugin. It will
then be in your Library in the
Find the Plugin menu with Edit > Epic Games Launcher. You press
Plugins. All the installed plugins
1 and the built in plugins will be 2 “Install to Engine” and your plugin
will be available to be enabled in
listed there. that Unreal build.

Some plugins are Experimental


and Unreal does not suggest
When installed, plugins are in games are shipped with these
the Plugins subfolder in your plugins enabled.
project’s directory.
If you do not see them, select
View Options and check Show
Engine Content and Show Plugin
Content.

11
Page 11
Project Settings
Project Settings are a set of In Project - Description you can
configuration options that are set your project description,
applied to the entire project. name and version. You can also
set the thumbnail to be shown in
There are options that affect 2 the Epic Games Launcher under
1
how the engine behaves Project Thumbnail.
when running your project
and how it should behave
on different platforms. The
Project Settings options are In Project - Maps & Modes you
accessed through Edit > can set the editor startup map
and game default map.
Project Settings.

There are 6 categories in the


Projects Setting options.
1 Project: Describes how the 2 In Platforms are the settings
for the specific platforms. This
project behaves. contains unique settings for those
Game: Asset management and platforms.
tools.
Engine: Specific system and
sections of the engine.
Editor: How the editor should look Under the name of the section
and feel on a per-project basis. it tells you where these settings
are stored. The settings can be
Platforms: Options for the
locked so that they can not be
platforms your project can run on.
changed.
Plugins: Options for select
plugins.

12
Page 12
Modes
Level Editor Modes are Foliage Mode is for painting
powerful editing modes foliage. You will have to add foliage
static meshes to your project to
for specialized interfaces.
use them. You can find some in
They are used for different 2 the starter content and free and
1
tasks related to creating and paid foliage in the Markeplace.
editing levels. The toolbar at
the top of the Viewport has
a Select Mode with a drop
down menu where you can
Mesh Paint is to paint vertex
pick a Mode to work in.
colors and textures on Static Mesh
Select Mode is the mode for Actors in the viewport.
selecting Actors in the scene. Modeling is used for Model editing
This is the default mode. mode. You can do some editing of
1 2 models in Unreal.

Landscape Mode is for Landscape


terrains and you will get options
for creating and modifying a Fracture is for creating destructible
Landscape. The create button is objects and environments.
at the bottom of the window.
Brush Editing allows you to modify
Geometry Brushes.
Animation is is for the Animation
editing mode.

13
Page 13
C++
C++ is the coding language A .cpp and a .h script will open in
for Unreal Engine. You can your script editor.
use both C++ and Blueprints
in any project. Whichever
1 2
default you picked Unreal They will be located where you
Engine will update your designated when setting up the
project if you choose to use script.
the other at any time in your
project.

You can create a new script by


using Tools > New C++ Class.
Then choose which parent class
you will use. The .h file is a header file where
1 The script will then open in your 2 you declare variables and
functions. The .css file is the
IDE (integrated development implementation file and contains
environment) such as Visual function definitions and object
Studio. definitions.
You can make sure your IDE is
connected to Unreal in Edit >
Editor Preferences under General
- Source Code

In order to use C++ in your game


you have to recompile your game
when you change your scripts.

14
Page 14
Blueprints
Blueprints is a visual When you open the Blueprint
scripting system in Unreal Editor by double clicking on
a Blueprint class it defaults to
Engine. It is node based
the Viewport which shows any
workflow so you don’t
1 2 objects that belong to the class.
have to write any code.
Blueprints are designed to
be a complete system and
allow you to create powerful
gameplay elements.
On the left side of the Blueprint
The two most common Blueprint Editor is the Components tab
types are Level Blueprints and which tells you what is inherited
Blueprint Classes. in the Blueprint you selected.

1 Level Blueprints are a specialized 2


type of Blueprint that is specific
to the level. You can find the level
blueprint in the toolbar at the top
of the Level Editor. Select the tab Event Graph to set
up your Blueprint.
Event BeginPlay is triggered
when the game is started
Event ActorBeginOverlap
happens when Unreal sees the
actor as colliding with another
Blueprint Classes are used actor that has Generate Overlap
to add functionality on top of Events set to true.
existing gameplay classes. Event Tick happens every frame.

15
Page 15
Tips & Tricks
Edit Content Browser Using Macros
Thumbnails On a Blueprint you can select
At the bottom of the Content multiple nodes and collapse them
Browser Settings you can go into to a macro by right clicking and
1Thumbnail Edit mode and change 2 selecting Collapse to Macro. This
your thumbnails. is a great way to reduce duplicate
logic and tidy up your blueprints.

Copy Fields
Instead of copying the X, Y and Z
values individually you can right Performance and FPS
click on a field and copy all the To see your computer’s
values within that field. Then right performance and current FPS go
1 click and paste on another field. 2 to Edit > Editor Preferences and
under ‘Performance’ enable ‘Show
Frame Rate and Memory. It will
then appear in the top right hand
corner of your window.

Uniform Scaling
With your object(s) selected it
is simple to scale evenly. Toggle Camera Follow
the lock icon next to the Scale Holding shift while moving an
Transform. object will allow the camera to
follow this object throughout the
scene wherever you move.

16
Page 16
Nanite
Nanite is a virtualized An LOD is an acronym for Level
geometry system that was of Detail. It is used to simplify
meshes that are farther away
released with Unreal 5 to
from the camera to help with
optimize the geometry of 2 performance.
1
meshes. When applied to
Traditionally, meshes are
meshes it shows only the
imported with multiple resolutions
detail that can be perceived. created by the developer. With
Unreal suggests Nanite is Nanite the LODs are calculated
used for most meshes. automatically rather than
manually set.
Nanite can be enabled when the
mesh is imported by checking
Build Nanite under the Mesh
drop-down menu.
There are many settings that can
1 2 be changed for Nanite. You can
find many of them in the Tools
> Nanite menu and in the Static
Mesh Editor Details Panel under
the Nanite Settings section.

It can also be enabled after


import by right clicking the mesh
in the Content Browser and
selecting Nanite> Enable.
Nanite is a new technology and
it is a good idea to continue to
check the documentation on it
with each new Unreal build.

17
Page 17
Lumen
Lumen is the new One thing to remember about
illumination and reflection Lumen is that Unreal suggests you
use simple interiors. Walls, floors,
system created for
ceilings and furniture should all be
Unreal 5. It allows for the 2 separate meshes.
1
creation of realistic lighting
Also remember to use Nanite with
environments with dynamic Lumen to keep the frame rate of
lighting, soft shadows your project as high as possible.
and reflections. Lumen is
automatically enabled when
you start a new Unreal 5
project.

With Lumen, objects set with


an Emissive Color material node
1 2
glow. This did not happen in
Unreal 4. Image from Valley of Ancients Sample Project

Lumen is set up to be usable out


of the box and you don’t need to
tweak any settings to get amazing
results.

Edit > Project Settings > Engine


- Rendering is where you will find
the Lumen settings.

18
Page 18
Megascans
Megascans is a library Quixel Bridge will open in a different
provided by Unreal of Unreal window. You can maximize
this window and search for scans.
high-resolution surface,
vegetation and 3D scans. There are five ways to find assets.
1 2
They are easily imported
into projects along with all Home (all assets)
the textures needed. They Collections
are built into Unreal and are
Metahumans
available at Window > Quixel
Bridge. Favorites
Local (downloaded)
The first time you open Quixel
Bridge you will have to Login. Once you download an asset you
can easily add it to your project
1 2
with the plus button.

After logging in you get the option


of downloading any assets you
want from the library. You will find the asset inside
Once downloaded the asset is the Content Browser in the
available to add to your scene. Megascans folder. You can drag
and drop your scans into your
project scene.

19
Page 19
Quixel Mixer
Quixel Mixer is a standalone When you click on the layers tab
program that is available you can see each layer and layer
group on the left. Each layer has
to Unreal users. It is a very
its own information with sliders
powerful program that
1 2
can paint and texture 3d
models. When paired with
Megascans it can create
stunning assets for Unreal
projects.
At the top left in the Online tab
you can find all the Megascan
The Quixel website
models and textures available for
(quixel.com/mixer) has the
modification.
download.
1After installation you can sign 2
in with your Epic login. An initial
dialogue will popup and ask you
to pick a Sample Mix.
These are projects that are set up
for learning. You can also click
the +New button at the top right
to start a new project. Quixel Mixer is a very powerful
way to modify textures and use
Megascans. In the Help Menu
> View Manual you can access
the manual and get detailed
instructions on making your first
mix.

20Page 20
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Page 21
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