Hello
I'm Yeong-hoon Lee, who will give you a lecture about Unreal Game contents
In this course, we will learn how to use the Unreal Engine
To produce game contents by various exercises
The course will start with the introduction of developing game contents
And Unreal Engine
We will create a simple shooting game using the Blueprint
Then we will learn how to create shooting games and PPS games using C
First, we will learn about the Unreal Engine
It is going to be a unit of game production methodology
And editer operation leaning
In this unit, we will learn about the process of game contents production
And how to install the Unreal Engine
Finally how to manipulate the objects of Unreal Engine
Game contents development methodology
Let's look into contents development methodology
This is a usual process of game contents production
The first step is proposing a plan
If the plan is adopted, we make a prototyping version of it
After it has been developed
We give a demonstration to the leaders of the company
What we look for in the prototyping phase is
The fun factors and uniqueness
And how much it will sell in the market
We get to verify those things
And then, when it passes the prototyping phase
We launch the project
When the idea is unadopted in the prototyping stage, it's dropped
Or it goes through a prototyping stage again
After the project is launched, it will be developed
The project proposal will be made
When the proposal is materalized, an Alpha version is created
Alpha version is what the studio wanted to develop
And everything in the proposal is materialized
The Alpha version also goes through test
In this stage, the board of directors would be part of it
But mainly with the QA team, which is a team who checks the quality
We work closely together about improving
Or fixing bugs
Therefore in Prototyping stage or Alpha stage
We collect a lot of opinions from the outside
When the development is complete, we create a Beta version
And it is tested
You would have heard the term
Open Beta test, or Close Beta test
We go through such tests
Nowadays, we don't only do Beta tests
But do the Focus Group Test, FGT
We recruit the specific targets
We test it again with minimal human resources
We try our best to monitor the response of the market
Sometimes we launch it beforehand in places such as Southeast Asia
We call it soft launching
And we see the response of the market there
Since South Korea and Southeast Asia share a similar sentiment
So if they like it
And if there's some worthy amount of sales
We launch it right away in Korea
If the response is unsatisfactory, we go through some more modifications
It works like that
When we look into the development process
There are 3 typical job groups, planning, art, and programming
We call them the developers
Planners would make the plan
And pass it on
Normally, at the start of this training, for the purpose of membership training
They go on a workshop
They spend time to get together
Becoming intimatlt aquainted helps the developing process
Then we start developing
Lots of thing happen during the development
For example, there's the tests we saw earlier
These are called hurdles
Everytime there's a hurdle
The programmers have to produce a result
And give demonstrations
So considering the schedules
The programmers are the ones who does the most work
There's a problem about this structure
Such as, when the planners pass on the plan
Or give the concept plan to the art department, they'll make something too
The asset is also delivered to the programmers
At that time, the programmer is in the middle of his work
It is difficult to apply right away what the art department gave
Problems occur
There could be omissions, of course not intended
As a mistake
New versions of the plans would constantly come out
It is impossible for the programmmer to read all the new versions
Since in a contents planning
Such as games
The project proposal consists hundreds, thousands of pages
And reading all the proposals meticulously is
A very tough job
So omissions occur often
Planners are in the position of requesting
And ask the programmers what to do
So there's people who work and people who make them work
That's how some people feel it's like
Or the changes are applied when it's asked courteously
That might turn into a norm
It can lead to causing a lot of problems
When there's a hurdle like this, for example a demonstration of Alpha is due tomorrow
The programmer's going to be very edgy
And the overall studio also gets very busy
So when someone asks the programmer to do something for them
As they are edgy mood
Troubles between people occur
So in this structure, the quality of the outcome
Or the schedule could be jeopardized
It's a form that depends on the programmer too much
There's been talks for changes for a long time
There were a lot of attempts for it
That's how the engine was created
It says here that it's an improved development process in a parallel form
Using this engine, anybody can produce results
When the art department wants to add a sketch
Or an asset and wants to see it in the result
They add and change it themselves
It's a system they can see the result right away, same with the planners
They don't have to request the programmers to increase the moving speed
They can modify the value themselves
And test the results
This is a program development process in a parallel form using the engine
So compared to the previous development process
I call it a reverse pyramid
Rather than this shape of process
Doing their work firsthand by themselves
There won't be any omissions
Instead, each departments
Require the understanding of the engine
Art department and planners should be able to use it
So the need for the education of the engine might be an issue
But it's a way better form of process
So this it how the process goes
Still, some people from the older generation
Use the old ways of process sometimes
But it's mostly this way nowadays
It has been improved a lot
The Unreal Engine looks like this too
Let's cover the job groups now
In a wide scale, there are 4 job groups
The whole is called a studio
There must be an administrative position
Producer is the general manager
Director is the team lear of each job groups
Such as, planning, art, and tech teams
There's the team leaders of each group
They are usually called directors
Such as art director or technical director
Or planning director
In foreign countries, they call the planning team as designers these days
So they're called design team leaders too
In Korea or Japan's case so far
We use the term planning more than design
There's a role called PM, which is project manager
When there are seperate teams
Problems occur, for example
Let's say there's a UI designer in the art team, and a client progammer
The two of them work together, but the client programmer is
Assigned to make a pop up window UI due to the fifth of this month
The programmer needs to recieve the design
So he tells the art team to send hime the design
Till at least the third of this month
He could say that
But the UI designer would have his own schedule too
So the designer says he won't be able to do that
According to his schedule, it would be able to send it till 10th of this month
This could cause a lot of problems
The problems with schedules
It's tough for one to adjust the schedule for the other
As the works are progressed
With the reports to the team leader
Mediations are needed
So there's need for another person
The position of PM is to arrange
The overall schedule
So PM should be a person with a lot of experience
To make the progress go smoothly
But it varies too
In cultures influenced by Confucianism such as Korea, think like that
I heard that Blizzard in the US
They use newcomer PMs too
They recruit a new employee as PM
It seems that there are companies
Using that kind of system
So those were the administrative positions
Next, with the planning team
You could think that planning is
Doing one job, but it's very diversified
Such as system planning, contents planning and so on
Planning for concepts and scenario in the past
We hired writers for that
Or hire a planner who was a writer in the past
And make him write a scenario
There's a job called level designer
Level designer is in the planning team too
For example
When we make something like "Cookie Run", we need to make the maps
It seems the art team should be the one to create the maps
But there are balances according to the stage
That's a job for the planning team
So usually level designers are in the planning team
Art team has a lot of different jobs
There's game concept artists, UI designers
It's largely divded into 2D jobs and 3D jobs
Concept artists and UI designers are typical 2D jobs
It's not written here, but there can be 2D animators
And concept designers too
Usually one person holds on to more than one position
The concept artist could be the concept designer at the same time
Bigger companies are more fragmented
There's modelers too
Modelers are divided into characters and the background, same with concept artists
In a well-structured system
The concept artist draws the floor plan
And the modeler creates characters and backgrounds with it
Usually, modelers do the texturing and coloring too
Not only creating the silhouette but coloring work is
Also done
Then there's the animators
I'm referring to the 3D animators right now
After the modeler created the character, the animator makes the skeleton
It's called rigging
Making the rig, which is the joints and bones
Adding the skeletons, recording the movements
And playing it is what animation is
That's what animators do
Next, the effectors
They are who creates the visual effects
The job is called effector
After the modeler makes the character, and animator makes it move
Effectors make cool effects
For example, particles when the character moves
Lastly, there's a job called TA
It stands for technical artist
TA is mostly a secondary job
Rather than doing TA from the first
The main task of TA is
To be a bridge between technology and art
That's why they're called technical artists
TA helps other art team members to use the engine more efficiently
Or manipulate the shader
Things like that
It's a position which gives care for the inadequacy
When the art team uses the engine
In Korea, TAs are more expected to handle shader
When the effectors
Create the effects
They would have a lot of mathematical knowledge
But using the engine well is a different thing
So TA helps during the process
That's what the TA is expected to do
So this was the art team
Finally, the tech team
Tech time is typicallt divided into
Client programmer and server programmer
We are going to cover the Unreal Engine later on
It belongs to the client programmer
Client programmer handles the engine
But generally speaking
Creating an engine such as Unreal is
What client programmers do
So creating tools
Or programming UI
Or teaming up with
The TA, animator or effectors
Support the technical stuffs
There are various jobs for the client programmers
Normally
It's not like a certain client programmer does specific jobs
Client programmers do all the things they could
They are expected to be people who can be versatile
That's how they are
Server programmers are also divided into two
There's the ones who do socket communication
And the ones who do web communication
There can be people who do both, but normally it's divided
There's the term front-end
In web terms, it's front-end and back-end
We don't use the terms in the game server field
We just use server programmer
And DBA programmer, database, etc.
We have learned how the job groups look like
Now let's install the Unreal Engine
Let's compare Unreal with others
For example, with LEGO
The developing process of LEGO and Unreal
Have similarities in a lot of ways
So I'll try to explain by comparing them
The smallest component of LEGO is called a block
Or a brick
When we put them together, and object is created like this
These objects could somehow be
an actor, if we imagine we're shooting a movie
It can do things like an actor
And they can be placed together in a certain space like this
Then, this whole thing forms a single project
A project is referirng to a finished product
So now in Unreal's case
About the terms, the smallest unit is called a component, just like a block
And the one who has the components become an actor
Then, actors are placed in levels
There's not only one but numerous levels
Those levels form a project
So this can be shown as a picture like this
There's a project, and levels inside it
Several levels could exist
Actors are inside the levels, and are made up of components
You can understand it like this
Of course when we go into further details
The structure looks a little different
Nevertheless, this is the basic form
In the process of developing contents
The product is not created at once
At first, we make a prototype as simple as a box like this
After prototyping and producing
We progressively develop it over time
So when creating a project, there's the planning block
Programmer's block and art department's block
They all produce their own blocks
They are combined and made into a product
This division of labor is the way of contents development
Now we will install the Unreal Engine
And create an account
When you look up Unreal Engine in Google
You can find the website called unrealengine.com
You click it, and there's a download button
Mine's in Korean, if your's in English
Click the globe shape, and select Korean
You can change it like this
If you click download, you will go to a page
Where you can download the launcher
You can click this to download it
I already have downloaded it, so I'll just use this one
It's 176MB
Double click it
There's a pop up which shows the path
If you see here, it's located in a x86 folder
Unreal is installed through this laucher and the actual program
The paths are different
Launcher is located in the x86 folder of Program Files
And the actual files that run Unreal
We additionally download and install them
They are located below Program Files
I'll install it by clicking this
Leave it do its thing
We should create an account
To use Unreal
When you look at the top left of this page
There's a human icon, click it
Then it goes to a page to log in
I already have an account so it's saved like this
If you want to create an account
You should type in your email address here
I'll just type in 'test' for example
It's inconvenient for me to create a new account right now
So I'll just show you how
After you type in your email
Just like this
See how the parts are divided up and down
The upper part is where you create an account using an actual email
The lower part it where you could do a social log in
You would already have account of these social media platforms
Emails and such
So you could link the account and use it here
You could do it like me
Or you could click one of those and create an account
So if you move on
Agreement to the terms and conditions should come out
But I'll do it a little differently
Here's the terms about license contract
You have to agree to all of them
When you click the box, the terms come out
You can't click the button unless you read the whole thing
It's a common system these days
Also, scroll it to the bottom and click
This one's short, so just click agree right away
After you've done all the agreeing, type in your name and display name
And password
Password should be at least 7 characters
With at least one number and one alphabet
You can create an account like this, since I already have one
I'm going to use mine
After creating an account, the launcher will pop out
It would run automatically
Now type in your account
I'll do it myself
Click on the blue button
Now you're logged in
For this launcher
There's the logo of Epic games at the top left
Below it, there's Store, Library, and Unreal Engine
You know Steam, right?
There's platform service called Steam made by Valve
Likewise, this store is also a platform service
So you can by games here
The library is
Where you could look at the list of games you purchased
So these two aren't
Really related to game developments
This is the important part
If you click on Unreal Engine
This page is which actual programmers use
Updates is where Unreal posts notices
Or news
Sample is where you can see various samples
Such as Lyra Games provided by Epic Games
Like this
There's Marketplace which is different fromthe Store we saw earlier
Store is where you can buy contents and games
Marketplace is where you can buy assets
Which are used for creating contents
Using Unreal Engine
There's lots of discounts and free items
You can see the free content of the month
So you can save them
When you go to Library, this is where we'll use as a workplace
Twinmotion here is a little different
It's used for architecture and stuffs
We use Library
So it's these four
We practically use
When you click Library, there's an area named Engine Version
My project, and Storage
When you click the ' ' button of Engine Version
We can choose the Unreal version to install
It doesn't mean it's dowloaded by clicking it
It's downloading an Unreal program
Here you can select the version
Preview is the latest version
This would be a little difficult for us
So we are going to use the 5.3.2 version
If you clickdownload, a pop up comes out
So this is the path, and you can see there's no x86 of Program Files
The path where Epic Games Launcher is downloaded and where the actual Unreal Program is downloaded are different
When you click the option, you can see the contents that would be downloaded
The core is compulsory and the rest are optional
Generally, starting contents and other stuffs
Could come in handy later on
If you scroll down, there's Target Platform
Unreal Engine is called a Cross Platform
A Cross Platform is what could be produced in one Engine
And extracted into various execution files
So usually we make a build for Android
And create an apk file as an execution file
Or ipa file for IOS, we need these
There's Renux version too
But in this course, we don't cover these
So if you have some extra space in your hard drive, you can install them all
But if you don't, there's no need
You can just start downloading with only these selected
It's about 18.1GB
Click to apply
And you click download
It takes quite a lot of time
So if I explain for some more
You can install the Engine like this
Of course various versions could be installed
You can keep installing them like this
For example, let's install a 4.27 version
I'm not goint to install it
But there can be times when you need to use older versions
If you look here, we can install as old as 4. versions
After we install it, and if there's several versions that are installed
Here's the dropbox
When you click it, you can select which version to run Unreal
So we can use the laucher like this
We're not going to install this one so delete, this one's taking a lot of time
If we start a project here
It's enrolled under 'My project' right here
You can double click it to run it
Or you can just run it right away
In Unreal project itself
Here's Storage
Where the assets we purchased from Marketplace
Would be stacked in here
So the stuff purchased from Store would be stacked in Library
And stuffs from marketplace would be stacked in Storage
So let's wrap up the installing stage
How to operate Unreal Engine
Let's learn about operating the Editor
We're going to make a screen for Unreal Engine
First, we should create a project
We're going to do it by clicking this button
Then Unreal is runned, and Unreal project browser page comes out
There are several templates here
Including games and other stuffs
Unreal is often used in industries these days
So these functions are provided
As we're going to create a game, so click Games
Let's start from Blank
Here's the setting
You can choose whether you'll use Blueprint, C , etc.
We're going to use Blueprint first
So set it like this
And then check the Starter Content box
We're going to use the assets here
For project location
We have to type in the folder we'll use
Click this button here, I have made a folder called 'Study'
Let's create a project in this folder
Another folder by the project's name is going to be created inside it
The Unreal Project is going to be made in that name
We're going to do some coding here
So let's name the project MyCoding
Click Create
This type of screen is shown when you first run Unreal
This is how the basic layout looks like
There's bar of menus at the top
You can see the menus
This line is called the tool bar
There is a menu called Place Actors on the left
Sometimes it doesn't show up
It happens when it's turned off like this
To see the menu, you look at the tool bar
There's an icon with a box and a plus
You can make the Place Actors menu show by clicking the lowest one
The screen at the center is called a viewport
At the upper left, there's Show Tabs and if you click it, it says viewport
So we call this a viewport
Objects could be placed in the viewport
If you click this, you can see this is not a one whole thing, and several objects are placed here
If you click on an object, you can see two windows on your right
This one's called Outliner, and this one's called Details
Outliner is where you can see the list of objects placed in the viewport
You can see it by their heirarchy
At the Outliner
If you click and choose one from the Outliner
The details of this object are shown in Details
If we use a different word, the space where the viewport is shown is
Called a level in Unreal
This is how a level is formed
Actors are what is placed in the levels
So all of these things here are actors
All the things in the Outliner are actors
The functions of the actors are
Materalized as a component
For example, Directional Light here refes to direct light
It's like the sun in our world
You can see how it functions as the sun
In Details, you can enlarge the window
This is the space
Where the list of components are shown
So the components of the actor are shown
You can see the component 'Directional Light' here
That's how the actor has the function of Directional Light
There's lot of contents in Details
Every actor has a Transform
Transform consists of Location, Rotation, and Scale
They are generally called attributes
And this part is called categories
So you can say, inside the category of Transform
There's an attribute called location
The language could be in English or in Korean
To change the language, click Edit
And click Editor Preference
After you click it
There's Region & Language
So you can change the language to Korean
The menus are now in Korean
It might not be a problem
When you create everything all by yourself
But when you look at the manual or other people's projects
There are way more materials in English than Korean
So if you get to comfortable with Korean settings
It might be difficult when looking up the materials
Because the order of the menus are
Different when in English with Korean
So when you find the menu by the order
It could be a different one
That could be a problem
So I recommend using the English setting
I'll switch the Editor Language back to English
You can switch them both to English, but it's fine if you don't
So that's how you change Editor Preference
There are other settings in Edit menu
There are Project Settings
And Editor Preference we looked at
This is how it's organized
Next, we will learn about
How to move and manipulate the actors
And about this level, we'll learn
How to rotate or move the screen of the viewport
So this was a level
We're going to make a new level
Let's try this
Oh, one more thing befor making a level
You can see Content Drawer and Output Log at the bottom
These are very important
Content Drawer is the similar thing with File Explorer
That we use in Windows
If you click right on Content
And click Show in Explorer a page pops out
Inside the Content folder
Ignore the first two for now, there's a file called Starter Content
It has the same name, so if you open here you can see the menus
If you click on the file of this page
You can see it's identical
So the space here is where these files exist
That's how you use Content Drawer
You can click to use it, but there's a keyboard shortcut for it
Pressing Ctrl and space bar you can raise and lower it like this
Let's change the layout, click Window
If you click Load Layout, you can see Default Editor Layout, which is right now
But if you click on UE4 Classic Layout, it changes like this
So you can dock the Content Drawer
If you dock it, it is docked into the name of Content Browser
So this is how we used it in Unreal 4
The Content Drawer menu was added in Unreal 5
This is veery convenient
Because we open windows like this
Go to that window and then come back
Where we see the level
And do the work inside here
That is not necessary now
Like, if you open the menu
There's nothing at the bottom
We have to go back and select this, and open the menu again
It's very inconvenient
So in Unreal 5, we can press Ctrl and space bar
To make the Content Drawer slide up
And be used right away
It's very convinient so I hope you make good use of it
Now below the Starter Content, there are levels
We're going to manipulate actors by using them
If you double click on Minimal_Default, these are shown in the viewport
We're going to manipulate this
If you want this screen to be larger
Click on the viewport
And press the function key F11
If you press it again, it goes back
If the menus around the screen are getting in your way
You could use this function
Or when you run it
Let's move on
I want to see these work
So let's make the viewport larger
Now we'll do some things
First, let's chang the direction of the camera
We're looking at the screen in the user's point of view right now
So if you want to look around you
Click the mouse, left or right
And move it sideways to look around
Just like you are turning your head
You can rotate the camera like this
And that's how you do it
While clicking the mouse right button
Pressing W will ake you go forward
Press S to go backwards
Press A to move left
And press D to move right
Combine the rotating and moving
You can see every angle like this
Like this
When you get too high and want to go down
Press Q to come down
And press E to go up
Use this keys to look at objects
Or place them inside the viewport space
You could move around to do stuff like them
There are lots of shortcut keys beside these
You can look up if you need them
So this is viewport camera control
Which is changing the user screen
This is how it's done
You might feel the speed of movement is fast or slow
If you look at the top right, there's camera speed
We can adjust the value
And change the speed
It gets slower when we decreace it
And it gets faster if we increase it
But clicking this everytime is quite inconvinient
So we can do it by clicking the mouse right button
And rolling the mouse wheel button
If you push it forward, it gets faster
It's very fast now
If you roll it towards yourself, it gets slower
So after doing that, now it's very slow
So if you have to move fast, push it
And if you need to do some detailed work, make it slower again
You can also move the objects
Click this object
To select it, the actor
You can see the direction gizmo here
And there's also one at the bottom left
If you look at the arrows of the direction gizmo
The red one is forward
Green one is right
And the blue one is up
So the directions are forward, right, up
In English, forward, right, up
You can see that forward is facing us right now
So normally, we don't do it by looking this way
But looking from the inner of the screen and work
Like this
So again, forward, right, and up
Talking in coordinate system, they are X, Y, Z
In order of forward, right, up
Unreal Engine uses the coordinate system which the z-axis points upwards
Now let's move the actor using this
There are 4 buttons at the top
The first one is for selecting, and second one is for moving
And this one's for rotating, and last one's for scaling, to change the size
The keyboard shortcut for these are Q, W, E, and R
Without pressing your mouse
Just press on your keyboard and you can see them switch
I'll move this by pressing W
After you've selected this object, press F
Than this object is located at the center of the screen
Right in the center
Now, if you press Alt and the left mouse button and move the mouse
It's not looking around, but I get to move around centering this object
The object is fixed an the center and I move around it
So you can rotate while you are the center
Or while the object is the center
This is how you do it
Now I'll move this
Select the arrow pointing right
Press the left mouse button and it becomes like a clenched fist
If you move the mouse
The object moves with it
The movement isn't quite smooth
It looks like a stop-motion
This is called snapping
It's about moving into precise locations
If you look at the top, there are three snappings
Linked to the buttons on the left, so the first one is snapping within moving
And this one's for rotating, and this one's for scaling
Snapping is applicable on all of them
And we can change the size of snapping
The snap size is 10 right now
The unit which Unreal uses
is 'cm'
So this means 10cm per movement
100cm would be 1m
Let's change it to 1m
If we change it and move it
Now it moves 1m per movement
That's how you could understand it
We can also turn off snapping
So if you look at the button here
And click it, it turns off
It's gray when deactivated
Now if you move it
You can see it now moves smoothly
You can move it in one direction like this
Or there are squares between the arrows
It means you are selecting two directions at the same time
So for example, if you select forward and right at the same time
You can move it back, forth, and sides
Move it while clicking on the square, back, forth, and sides
Like this, you can click on the area
Or only the axis
Now let's rotate it
We change the setting to basic
For rotation now
It's basically the same thing
These are also axises
That direction was forward, remember?
The color is red for forward rotation
For right is green
And for up, the color is blue
So if you move it, it rotates like this
It also looks like stop-motion
As the snapping is 10
So you change it or turn it off
To make it rotate smoothly
Press Ctrl and Z to undo
You can use it like this
Lastly, scaling
Scaling is changing the size of the object
Similar to moving, you can increase the size in certain directions
Like this
If you click the white box at the center, you get to select every direction
So while clicking it
Move the mouse to right or down to make it larger
And move to left of up to make it smaller
Like this
So you can scale it this way
And you can also make it smooth by turning off snapping
Now if you look here
There's directions here
You can use the direction gizmos
To move, rotate, or scale
Especially for moving and rotating
There's a globe icon next to them
If you press it, you can switch the space
There's a space called 'world', and a space called 'local'
There's a term called rendering pipeline in computer graphics
In that process, you have your own local, and the local is placed inside the world
And decides the direction or size of itself
Basically, local is what
Myself is the basis
For exampe, when whe are standing upright, upwards is the direction of sky
But if I lie down
The direction of sky is same
But 'my upwards' change if I'm lying down
This works the same way
'World' is that
Fixed directions, such as the sky, or NSEW
So if you click it
You can see the directions change
It's local now
The globe icon is world
If you click it, it's changed to local
So in local, it moves like this
When in world, to move that way
We had to move it like this
But you can just switch is to local
The movements are more natural, as it moves to my right or left
And my front or back
Rotations are the same
You could see the directions change like this
This is how we manipulate
Moving, rotating, and scaling
Don't forget snapping
And the function of world and local
I'll press F11 now
All the things we've done are
Reflected in location, rotation, and scale of Transform
Let's move it
If we move it like that, the values change
The value of x here
Red refers to x
The order is x, y, z
The color are for understanding the directions of axises easilt
That's how it's mapped
The order is RGB
Red, green, blue
This is a very classic way
x, y, z and RGB
It's a general way for these kind of things
That's how it goes
The contents here are all
About transforming
That's what Transform means
So, changing things are
Moving, rotating, and scaling
That's how it goes
Every actor has Transfrom
We have learned how to manipulate things so far
Let's review what we have learned on this unit
Game contents development methodology Content producing process Prototyping, Alpha Test, Beta Test Job groups of Content producing Planning, Art, Programmer
How to use Unreal Engine How to install Download Unreal Launcher and install the version of Unreal Engine you want Items that form the screen of Unreal Engine
Place Actors, Viewport, Outliner, Details, Content Drawer, etc. Controls Magnifying screen: click viewport and press F11
Use keyboard shortcuts to look inside the viewport Click right mouse button and roll the mouse wheel to contro camera speed Unreal uses coordination which the z axis is upwards
Press Alt and click left mouse button to move around centering the object Press F12 to apply all the manipulations to the location, rotation, and scale of Transform