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Unreal Engine 4 - Part 5 : Launching your project

Par Fayçal SIDI ALI MEBAREK Publié le 23/08/2019 à 11:00:04 Noter cet article:
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Now we've seen a lot about the Unreal Engine and Epic Games Launcher, we're ready to do some practice. Here, we will see the different functions of the engine and its interface.

This is version 4.20.3 of the Unreal Engine 4. If you are reading this, it is because you are in the future, and the world is probably on the brink, and therefore this article is no longer useful. But we're going to do it anyway because I'm a little forced.... So that means that some things might be different. If this is the case or if you have any problems, I suggest you refer to the forum, in the community tab of the launcher.

I can see on your screen that you launched the Epic Games Launcher. I congratulate you, that is exactly what we need to do. Now it's time to launch the Unreal Engine ! Isn't that fantastic?!

Create your first project

To start, you must start the engine by clicking on the "Launch" button in the upper left or left corner. A new one will open, and this is where you will have the list of your projects, and the possibility to create a new one. It is the latter that we will do. Here is a high quality screen:

To start, we go to "Firt Person", because I'm sure you like calof duty! You can put a name to your project and the path in your disk that you want to assign. For practical reasons of motivation of my person and yours, I called our project "ProjetDeOuf"; but you can call it otherwise of course, I do not oblige you (do it). Another thing, you can see that we're going to create a new project in the Blueprint category: as I've said in other parts, this is a way of coding that Epic Games has set up here to make it easier to work; it replaces the pure C++ code.

Now you can click on "Create Project" to launch it!

Here we go, we are on the Unreal Engine 4, on an FPS template. I chose FPS because there are many resources associated with it to start with. So it's perfect to start with.

There are many other templates like TPS, flying.... You can check it out later.

What you have in front of you is the game editor, which is made up of many panels that we will explain. To start, we will see how to move around the level, through the "Viewport" window in the middle. If you have a QWERTY keyboard, do nothing; however, those who have a QWERTY keyboard, you must first modify the keys to be able to move around, as it is by default configured for QWERTY. To do this, go to "Edit" / "Editor Preferences" / "Keyboard Shortcuts", then at the very bottom in "Viewport navigation", change the keys to move around with ZQSD and up and down with AE and zoom in and out with WC (not the toilet).

The "Viewport" window is the window that allows you to move around in the world you are designing. You can try to move around to get used to it.

Now you started to see how to move around in the "Viewport", I suggest you click on "Play" at the very top to get an overview of the game you are playing, this allows you to test and see possible bugs in relation to the game model you are playing.

You will add new elements to your game, just drag and drop. At the top left, you have a "Modes" tab. You have access to elements such as cameras, different basic geometric shapes, lights... We will add a "Point Light": type this in the search bar, then click on it and drag this where you want on the map like this:

This is how to place an element in your decor.

At the bottom of the page, you have "Content Browser", which is the library of elements of your project containing textures, blueprints. Now that we have learned to place a light, we will place a cube for example. So to do this, you have to go to "Content Browser", then below "Add New", click on "show or hide..." to display all the content. Go to "StarterContent", then to "Shapes" then select "Shape_Cube" and drag it onto the map as for light:

So you've just seen how to add a geometric shape and light to your project and move around in the world you're starting to create.

At the top right, there is a "World outliner" window. Here you can see and know all the elements of your decor. If you are looking for you will find your Lignt Point and your cube. For example, you can click on "Point Light" to test.

Just below this time, you will have information about your light in the "Details" window just below: you have for example the position on the field, in X, Y, Z, its rotation, its color. You can change its position by hand by entering the coordinates you want. We will try to change its color and intensity.

You can also turn on the "Static" light. You can go and see different types of lights.

Conclusion

Here we have reviewed the main lines of the engine, how to get around, how to add elements in the field. You can "Build" this beginning of the project and do "Play" to see what it looks like. You can continue to add elements to create your custom decor and try to make it as rich as possible

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