[flow_default] Transcription: 001 Creating your First Project and UI Basics.json
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transcriptions/001 Creating your First Project and UI Basics.json
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"audio_file": "001 Creating your First Project and UI Basics.wav",
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"text": "Alright everyone, let's get started. So the first thing you're going to want to do is download the Epic Games launcher from the Epic Games website. Once you have it, you can simply go all the way over here to the right tab where it says UE5. Hit download early access right here. And once it's downloaded, just hit launch. Alright now it's going to start up. Excuse me, SteamVR. And here you are in your project browser. Now this is where you can access your existing projects and create new ones based on templates for games, film, video, and live events, architecture, and product design. We're going to start by creating a game. So I'm going to go to this blank project, select this here. Now, as you can see, there are a couple of different options that you have when creating your project. You can change where it's saved on your file system here. You can change its name. So I'm actually going to do Act 4. And then here, you can change whether or not you're going to use blueprints or C++. Blueprints is Unreal's visual coding language, and it's much more accessible in C++ for non-developers. And you're going to have to interact with it no matter what you do. So it makes sense to start with blueprints because you're going to deal with it even if you're a developer and you want to use C++. Alright, so you can leave these settings the same as they are by default. You want to make sure that your starter content checkbox is checked and you don't have to do anything with the ray tracing checkbox because we're not going over hardware ray tracing in this tutorial. Luckily Unreal Engine 5 has a software-based ray tracing system called Lumen, which works on many different pieces of hardware, not just high-end Nvidia cards. All right, now let's create our first project. Get out of here, SteamVR. Stop bugging me. I was gonna do it twice. All right, so welcome to Unreal Engine 5. The first thing that we're going to go over is how to move around the world that you've just created. Now, if you've ever played a first-person shooter, this is going to be fairly intuitive for you. However, there are some key differences that are important to note. To begin, you cannot move around or change your viewpoint unless you can use the Q and E keys. Q goes down and E goes up. All right, so now that we know how to move around for the most part, let's dig in to actually creating an object. All right, so to create an object, go up to the top left and hit the Create button here. This is going to open up a menu and allow you to place anything you'd like. For example, let's do a cylinder. All right, now as you can see, I can drag it directly into my virtual world. And now I can actually edit that object using a set of editing tools. Right now, this allows me to move it around in both x, y, and z-axis. Now, as you can see, I can select two axes at once, or I can select all three axes by holding down the white sphere in the center. Now, this isn't the only tool with which I can use to edit. For instance, I can also edit by rotating. As you can see, on any one of these rotational axes or I can scale in any axis as well. That's no longer a cylinder, is it? All right. Now it's important to note that there are some hotkeys you can use to get to these functions easily and effectively from the keyboard. This is really important because one, it's going to make you a much faster editor. And two, if you accidentally press the wrong button, you're going to know why the behavior of your editor has changed. So to move to Select mode, I can hit Q. Movement mode, W. Rotate E and scale R. Now the reason why those letters were chosen is that if you look at your keyboard, they actually reflect the order of these tools up here. So I have Q, W, E, and R. It's an easy way to remember where they are in your viewport. One of my personal favorites is the snapping system or auto snapping which allows you if you hold down the move tool or you hold down the white sphere in the center of the move tool, all of a sudden your object will automatically snap as you can see to other objects in the scene. Now this also only works when you have your grid snapping turned off. Grid snapping means that whenever you move, your object is going to move by a certain increment. Now, it's pretty small here, just five Unreal units. But if I turn it up to 50, you can see, oh, it's on, you can see that it will move by fairly large increments in any direction. Move these back down to 5 because I'm going to need them to be that big right now. I'll turn it off actually. Move the chair back to O. This is a really useful place to use the end key. As you can see when I hit the end key, it automatically snaps to the ground. I can move the chair back to where it was. Now I can also change the scaling options. So this is the same thing that I was showing you before except for the scaling tool. You can see I can actually do... let's Now this is really important. Sometimes you'll be in a scene and you'll have to get really far away. Maybe you have something all the way over there that you have to get to. For instance right now I want to get back. Having that camera speed high is good. However what I prefer to do is actually use my middle mouse wheel. That means I can change the camera speed on the fly. While I'm holding down right, as you can see now it's very slow. I'm actually pulling back my wheel right now. This is a little bit more dynamic, easier to use, and you're going to have to keep going back and hitting this camera button and changing the speed. However, I'm going to go back to the default of four just because it's a lot more easy to use. I can actually see it over here in the world outliner. Now the world outliner is essentially a list of every single item that's inside your current world and level. This means that let's say I have some item that I either can't access or is far away. I can simply go to it, let's say this floor here and select it. Now additionally, I can use these folders to actually organize items inside my world outliner. So, you can create a sub folder, test folder, and let's say I want to take my chairs and put them in my test folder. This will allow me to simply and easily select this test folder and find my chairs whenever I need to. If I want to hide an object, I can simply hit this little I icon over here in the left and that'll make it disappear. Really useful if you're trying to access an object behind other objects and it's just very difficult for you to actually get there with your camera. Now if you look below the world outliner you can see the details panel. This allows you to edit the details of any object in your scene if it's selected. So you'll notice that when I select different objects are selected. If you want to go back to the defaults of any given item, you can simply hit this back arrow here. This is universal in Unreal. If you ever see this back arrow next to a field, that means that it will allow you to reset the defaults of that field. You can see there are a ton of different details and each different object, depending on what type of object it is, what material, will have different sets of details. All right. Now let's say you want to access any of the content that you have in your level. Well, all of that is stored in something called the Content Drawer, which you can access by pressing Control Space. In the Content Drawer, you have all of the assets, folders, and data that make up your project. This can include shapes or meshes, like what I already placed in the scene, or audio, maps, blueprints, etc. Anything that's required to create your digital world will be stored inside this content drawer. Now, if you look over here at the the left you can tell the content drawer is actually just a representation of the file system on your computer. This means that you can actually access this through your file browser. Luckily Unreal added this to make it easy and seamless to access and edit this file structure without having to go outside of Unreal Engine itself. Now there are all sorts of extra pieces of functionality here. Now for instance, let's say I want to drag something from my content drawer into my world. I can simply click it, drag it directly in. Or if I double click on the item in my file, or sorry, in my content drawer, it'll actually load in this case the mesh editor. Now we'll talk about this a bit later, but this would allow me to actually edit the details of my mesh. Now, there are a few other important settings that you should know about. For instance, let's say you want to add different types of data, such as levels, materials, or a blueprint, or you want to add a feature or content pack, you can go to this add menu over here. You can also add a Quixel content, which we'll talk about in a bit. It's really important to know that you can change settings for the UI of your content drawer over in the right. And you can also change settings for your world outliner or for your world as a whole over here at the top. There are all sorts of different important settings and configurations here. All right. Now that we've talked about the basics of using Unreal Engine, we're going to go into talking about materials and textures. Now we also have created a cheat sheet that has all the commands and hotkeys that will make interacting with Unreal Engine seamless and easy. Feel free to have this up while you go through the tutorial in case you forget how to do something easily and effectively from your keyboard. Alright, see you in the next tutorial.",
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"language": "en",
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"confidence": null,
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"duration": 831.64
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}
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