1 00:00:23.772 --> 00:00:24.798 Hello 2 00:00:25.036 --> 00:00:28.703 I'm Yeong-hoon Lee, who will give you a lecture about Unreal Game contents 3 00:00:29.000 --> 00:00:32.752 In this course, we will learn how to use the Unreal Engine 4 00:00:33.119 --> 00:00:38.347 To produce game contents by various exercises 5 00:00:38.782 --> 00:00:43.382 The course will start with the introduction of developing game contents 6 00:00:43.749 --> 00:00:45.641 And Unreal Engine 7 00:00:45.918 --> 00:00:49.772 We will create a simple shooting game using the Blueprint 8 00:00:50.168 --> 00:00:56.535 Then we will learn how to create shooting games and PPS games using C 9 00:00:57.059 --> 00:00:59.915 First, we will learn about the Unreal Engine 10 00:01:00.173 --> 00:01:03.657 It is going to be a unit of game production methodology 11 00:01:03.657 --> 00:01:05.881 And editer operation leaning 12 00:01:05.881 --> 00:01:10.545 In this unit, we will learn about the process of game contents production 13 00:01:10.861 --> 00:01:13.312 And how to install the Unreal Engine 14 00:01:13.619 --> 00:01:19.287 Finally how to manipulate the objects of Unreal Engine 15 00:01:20.099 --> 00:01:23.703 Game contents development methodology 16 00:01:24.436 --> 00:01:28.052 Let's look into contents development methodology 17 00:01:28.587 --> 00:01:32.584 This is a usual process of game contents production 18 00:01:32.950 --> 00:01:34.619 The first step is proposing a plan 19 00:01:34.718 --> 00:01:39.891 If the plan is adopted, we make a prototyping version of it 20 00:01:40.485 --> 00:01:42.859 After it has been developed 21 00:01:43.463 --> 00:01:47.911 We give a demonstration to the leaders of the company 22 00:01:48.099 --> 00:01:52.004 What we look for in the prototyping phase is 23 00:01:52.004 --> 00:01:57.188 The fun factors and uniqueness 24 00:01:57.644 --> 00:02:00.037 And how much it will sell in the market 25 00:02:00.037 --> 00:02:02.644 We get to verify those things 26 00:02:03.050 --> 00:02:06.431 And then, when it passes the prototyping phase 27 00:02:06.431 --> 00:02:08.198 We launch the project 28 00:02:08.198 --> 00:02:12.276 When the idea is unadopted in the prototyping stage, it's dropped 29 00:02:12.514 --> 00:02:18.000 Or it goes through a prototyping stage again 30 00:02:18.752 --> 00:02:22.277 After the project is launched, it will be developed 31 00:02:22.782 --> 00:02:24.709 The project proposal will be made 32 00:02:24.709 --> 00:02:28.218 When the proposal is materalized, an Alpha version is created 33 00:02:28.644 --> 00:02:34.185 Alpha version is what the studio wanted to develop 34 00:02:34.185 --> 00:02:37.723 And everything in the proposal is materialized 35 00:02:38.158 --> 00:02:41.673 The Alpha version also goes through test 36 00:02:41.673 --> 00:02:45.294 In this stage, the board of directors would be part of it 37 00:02:45.571 --> 00:02:48.842 But mainly with the QA team, which is a team who checks the quality 38 00:02:48.842 --> 00:02:53.541 We work closely together about improving 39 00:02:54.125 --> 00:02:57.693 Or fixing bugs 40 00:02:58.307 --> 00:03:01.662 Therefore in Prototyping stage or Alpha stage 41 00:03:02.256 --> 00:03:07.327 We collect a lot of opinions from the outside 42 00:03:07.762 --> 00:03:12.001 When the development is complete, we create a Beta version 43 00:03:12.001 --> 00:03:13.663 And it is tested 44 00:03:13.891 --> 00:03:15.862 You would have heard the term 45 00:03:15.862 --> 00:03:19.011 Open Beta test, or Close Beta test 46 00:03:19.466 --> 00:03:21.505 We go through such tests 47 00:03:22.287 --> 00:03:25.711 Nowadays, we don't only do Beta tests 48 00:03:25.711 --> 00:03:27.861 But do the Focus Group Test, FGT 49 00:03:27.861 --> 00:03:32.911 We recruit the specific targets 50 00:03:33.406 --> 00:03:38.000 We test it again with minimal human resources 51 00:03:38.000 --> 00:03:43.851 We try our best to monitor the response of the market 52 00:03:44.059 --> 00:03:49.277 Sometimes we launch it beforehand in places such as Southeast Asia 53 00:03:49.277 --> 00:03:51.733 We call it soft launching 54 00:03:52.069 --> 00:03:54.539 And we see the response of the market there 55 00:03:54.777 --> 00:04:01.356 Since South Korea and Southeast Asia share a similar sentiment 56 00:04:01.356 --> 00:04:04.523 So if they like it 57 00:04:04.523 --> 00:04:08.624 And if there's some worthy amount of sales 58 00:04:08.624 --> 00:04:11.000 We launch it right away in Korea 59 00:04:11.307 --> 00:04:15.657 If the response is unsatisfactory, we go through some more modifications 60 00:04:15.924 --> 00:04:17.406 It works like that 61 00:04:17.901 --> 00:04:20.213 When we look into the development process 62 00:04:20.560 --> 00:04:24.782 There are 3 typical job groups, planning, art, and programming 63 00:04:25.208 --> 00:04:27.598 We call them the developers 64 00:04:27.598 --> 00:04:29.580 Planners would make the plan 65 00:04:29.580 --> 00:04:31.871 And pass it on 66 00:04:32.653 --> 00:04:37.204 Normally, at the start of this training, for the purpose of membership training 67 00:04:37.204 --> 00:04:39.060 They go on a workshop 68 00:04:39.327 --> 00:04:42.564 They spend time to get together 69 00:04:42.564 --> 00:04:45.849 Becoming intimatlt aquainted helps the developing process 70 00:04:46.561 --> 00:04:49.123 Then we start developing 71 00:04:49.459 --> 00:04:52.376 Lots of thing happen during the development 72 00:04:52.376 --> 00:04:58.473 For example, there's the tests we saw earlier 73 00:04:58.473 --> 00:05:00.198 These are called hurdles 74 00:05:00.198 --> 00:05:04.336 Everytime there's a hurdle 75 00:05:04.553 --> 00:05:08.313 The programmers have to produce a result 76 00:05:08.679 --> 00:05:10.505 And give demonstrations 77 00:05:10.812 --> 00:05:14.744 So considering the schedules 78 00:05:14.744 --> 00:05:18.663 The programmers are the ones who does the most work 79 00:05:19.109 --> 00:05:21.475 There's a problem about this structure 80 00:05:21.475 --> 00:05:24.918 Such as, when the planners pass on the plan 81 00:05:25.017 --> 00:05:29.465 Or give the concept plan to the art department, they'll make something too 82 00:05:29.812 --> 00:05:32.447 The asset is also delivered to the programmers 83 00:05:32.744 --> 00:05:36.010 At that time, the programmer is in the middle of his work 84 00:05:36.010 --> 00:05:41.693 It is difficult to apply right away what the art department gave 85 00:05:42.030 --> 00:05:43.554 Problems occur 86 00:05:43.554 --> 00:05:46.327 There could be omissions, of course not intended 87 00:05:46.327 --> 00:05:48.107 As a mistake 88 00:05:48.107 --> 00:05:51.889 New versions of the plans would constantly come out 89 00:05:52.107 --> 00:05:56.188 It is impossible for the programmmer to read all the new versions 90 00:05:56.188 --> 00:05:59.707 Since in a contents planning 91 00:05:59.707 --> 00:06:01.852 Such as games 92 00:06:02.119 --> 00:06:04.743 The project proposal consists hundreds, thousands of pages 93 00:06:04.743 --> 00:06:10.465 And reading all the proposals meticulously is 94 00:06:10.465 --> 00:06:12.802 A very tough job 95 00:06:13.149 --> 00:06:15.272 So omissions occur often 96 00:06:15.975 --> 00:06:21.698 Planners are in the position of requesting 97 00:06:22.054 --> 00:06:24.624 And ask the programmers what to do 98 00:06:24.624 --> 00:06:29.710 So there's people who work and people who make them work 99 00:06:29.710 --> 00:06:32.365 That's how some people feel it's like 100 00:06:32.721 --> 00:06:36.525 Or the changes are applied when it's asked courteously 101 00:06:37.158 --> 00:06:39.573 That might turn into a norm 102 00:06:39.573 --> 00:06:43.297 It can lead to causing a lot of problems 103 00:06:43.297 --> 00:06:47.038 When there's a hurdle like this, for example a demonstration of Alpha is due tomorrow 104 00:06:47.038 --> 00:06:51.059 The programmer's going to be very edgy 105 00:06:51.327 --> 00:06:55.261 And the overall studio also gets very busy 106 00:06:55.261 --> 00:06:58.126 So when someone asks the programmer to do something for them 107 00:06:58.611 --> 00:07:02.168 As they are edgy mood 108 00:07:02.168 --> 00:07:03.781 Troubles between people occur 109 00:07:03.781 --> 00:07:08.139 So in this structure, the quality of the outcome 110 00:07:08.446 --> 00:07:12.149 Or the schedule could be jeopardized 111 00:07:12.416 --> 00:07:14.973 It's a form that depends on the programmer too much 112 00:07:15.300 --> 00:07:20.318 There's been talks for changes for a long time 113 00:07:20.605 --> 00:07:23.406 There were a lot of attempts for it 114 00:07:23.871 --> 00:07:26.109 That's how the engine was created 115 00:07:26.109 --> 00:07:31.109 It says here that it's an improved development process in a parallel form 116 00:07:31.683 --> 00:07:37.525 Using this engine, anybody can produce results 117 00:07:37.525 --> 00:07:41.209 When the art department wants to add a sketch 118 00:07:41.586 --> 00:07:45.438 Or an asset and wants to see it in the result 119 00:07:45.686 --> 00:07:49.707 They add and change it themselves 120 00:07:49.975 --> 00:07:54.208 It's a system they can see the result right away, same with the planners 121 00:07:54.842 --> 00:07:58.848 They don't have to request the programmers to increase the moving speed 122 00:07:58.848 --> 00:08:02.170 They can modify the value themselves 123 00:08:02.497 --> 00:08:08.128 And test the results 124 00:08:08.455 --> 00:08:13.495 This is a program development process in a parallel form using the engine 125 00:08:13.950 --> 00:08:17.416 So compared to the previous development process 126 00:08:17.416 --> 00:08:20.458 I call it a reverse pyramid 127 00:08:20.656 --> 00:08:22.238 Rather than this shape of process 128 00:08:22.673 --> 00:08:27.155 Doing their work firsthand by themselves 129 00:08:27.472 --> 00:08:30.139 There won't be any omissions 130 00:08:30.436 --> 00:08:35.044 Instead, each departments 131 00:08:35.044 --> 00:08:37.335 Require the understanding of the engine 132 00:08:37.760 --> 00:08:40.890 Art department and planners should be able to use it 133 00:08:41.138 --> 00:08:47.851 So the need for the education of the engine might be an issue 134 00:08:48.129 --> 00:08:51.836 But it's a way better form of process 135 00:08:52.688 --> 00:08:55.501 So this it how the process goes 136 00:08:55.857 --> 00:09:01.437 Still, some people from the older generation 137 00:09:01.437 --> 00:09:04.911 Use the old ways of process sometimes 138 00:09:05.307 --> 00:09:07.594 But it's mostly this way nowadays 139 00:09:07.831 --> 00:09:10.610 It has been improved a lot 140 00:09:11.026 --> 00:09:14.979 The Unreal Engine looks like this too 141 00:09:15.385 --> 00:09:17.244 Let's cover the job groups now 142 00:09:17.719 --> 00:09:20.822 In a wide scale, there are 4 job groups 143 00:09:20.822 --> 00:09:22.963 The whole is called a studio 144 00:09:23.726 --> 00:09:25.279 There must be an administrative position 145 00:09:25.279 --> 00:09:27.735 Producer is the general manager 146 00:09:27.735 --> 00:09:32.293 Director is the team lear of each job groups 147 00:09:32.293 --> 00:09:37.822 Such as, planning, art, and tech teams 148 00:09:37.822 --> 00:09:41.632 There's the team leaders of each group 149 00:09:41.632 --> 00:09:43.700 They are usually called directors 150 00:09:44.215 --> 00:09:47.082 Such as art director or technical director 151 00:09:47.597 --> 00:09:50.349 Or planning director 152 00:09:50.349 --> 00:09:53.451 In foreign countries, they call the planning team as designers these days 153 00:09:54.848 --> 00:09:57.522 So they're called design team leaders too 154 00:09:57.522 --> 00:10:00.608 In Korea or Japan's case so far 155 00:10:01.044 --> 00:10:04.772 We use the term planning more than design 156 00:10:04.772 --> 00:10:08.936 There's a role called PM, which is project manager 157 00:10:08.936 --> 00:10:12.762 When there are seperate teams 158 00:10:12.762 --> 00:10:15.813 Problems occur, for example 159 00:10:15.813 --> 00:10:20.935 Let's say there's a UI designer in the art team, and a client progammer 160 00:10:20.935 --> 00:10:25.997 The two of them work together, but the client programmer is 161 00:10:25.997 --> 00:10:30.594 Assigned to make a pop up window UI due to the fifth of this month 162 00:10:31.109 --> 00:10:33.069 The programmer needs to recieve the design 163 00:10:33.069 --> 00:10:38.554 So he tells the art team to send hime the design 164 00:10:38.554 --> 00:10:40.454 Till at least the third of this month 165 00:10:40.454 --> 00:10:41.892 He could say that 166 00:10:42.199 --> 00:10:46.851 But the UI designer would have his own schedule too 167 00:10:47.634 --> 00:10:51.790 So the designer says he won't be able to do that 168 00:10:51.790 --> 00:10:55.550 According to his schedule, it would be able to send it till 10th of this month 169 00:10:55.550 --> 00:10:59.131 This could cause a lot of problems 170 00:10:59.240 --> 00:11:03.040 The problems with schedules 171 00:11:03.040 --> 00:11:06.802 It's tough for one to adjust the schedule for the other 172 00:11:06.802 --> 00:11:09.411 As the works are progressed 173 00:11:09.411 --> 00:11:13.353 With the reports to the team leader 174 00:11:13.353 --> 00:11:15.436 Mediations are needed 175 00:11:15.436 --> 00:11:19.304 So there's need for another person 176 00:11:19.452 --> 00:11:23.904 The position of PM is to arrange 177 00:11:23.904 --> 00:11:29.218 The overall schedule 178 00:11:29.614 --> 00:11:36.308 So PM should be a person with a lot of experience 179 00:11:36.308 --> 00:11:41.556 To make the progress go smoothly 180 00:11:41.556 --> 00:11:43.420 But it varies too 181 00:11:43.420 --> 00:11:49.762 In cultures influenced by Confucianism such as Korea, think like that 182 00:11:50.535 --> 00:11:54.056 I heard that Blizzard in the US 183 00:11:54.056 --> 00:11:55.797 They use newcomer PMs too 184 00:11:56.153 --> 00:11:59.359 They recruit a new employee as PM 185 00:11:59.517 --> 00:12:03.535 It seems that there are companies 186 00:12:03.782 --> 00:12:05.263 Using that kind of system 187 00:12:05.263 --> 00:12:08.812 So those were the administrative positions 188 00:12:09.614 --> 00:12:11.075 Next, with the planning team 189 00:12:11.075 --> 00:12:15.034 You could think that planning is 190 00:12:15.232 --> 00:12:19.428 Doing one job, but it's very diversified 191 00:12:19.844 --> 00:12:23.525 Such as system planning, contents planning and so on 192 00:12:23.525 --> 00:12:29.445 Planning for concepts and scenario in the past 193 00:12:29.722 --> 00:12:32.235 We hired writers for that 194 00:12:32.235 --> 00:12:34.833 Or hire a planner who was a writer in the past 195 00:12:34.833 --> 00:12:39.069 And make him write a scenario 196 00:12:39.069 --> 00:12:41.272 There's a job called level designer 197 00:12:41.272 --> 00:12:44.682 Level designer is in the planning team too 198 00:12:45.395 --> 00:12:47.061 For example 199 00:12:47.061 --> 00:12:51.396 When we make something like "Cookie Run", we need to make the maps 200 00:12:51.396 --> 00:12:54.889 It seems the art team should be the one to create the maps 201 00:12:55.215 --> 00:12:58.898 But there are balances according to the stage 202 00:12:58.898 --> 00:13:01.327 That's a job for the planning team 203 00:13:01.327 --> 00:13:05.673 So usually level designers are in the planning team 204 00:13:06.158 --> 00:13:11.519 Art team has a lot of different jobs 205 00:13:11.519 --> 00:13:15.187 There's game concept artists, UI designers 206 00:13:15.187 --> 00:13:18.592 It's largely divded into 2D jobs and 3D jobs 207 00:13:18.908 --> 00:13:22.374 Concept artists and UI designers are typical 2D jobs 208 00:13:22.681 --> 00:13:28.644 It's not written here, but there can be 2D animators 209 00:13:29.218 --> 00:13:31.361 And concept designers too 210 00:13:31.361 --> 00:13:33.890 Usually one person holds on to more than one position 211 00:13:33.890 --> 00:13:38.078 The concept artist could be the concept designer at the same time 212 00:13:38.078 --> 00:13:42.653 Bigger companies are more fragmented 213 00:13:42.950 --> 00:13:44.678 There's modelers too 214 00:13:44.678 --> 00:13:47.873 Modelers are divided into characters and the background, same with concept artists 215 00:13:47.873 --> 00:13:52.972 In a well-structured system 216 00:13:52.972 --> 00:13:54.990 The concept artist draws the floor plan 217 00:13:55.248 --> 00:13:59.306 And the modeler creates characters and backgrounds with it 218 00:13:59.306 --> 00:14:02.899 Usually, modelers do the texturing and coloring too 219 00:14:03.651 --> 00:14:07.242 Not only creating the silhouette but coloring work is 220 00:14:07.242 --> 00:14:08.941 Also done 221 00:14:08.941 --> 00:14:11.015 Then there's the animators 222 00:14:11.015 --> 00:14:14.703 I'm referring to the 3D animators right now 223 00:14:15.476 --> 00:14:20.904 After the modeler created the character, the animator makes the skeleton 224 00:14:20.904 --> 00:14:22.723 It's called rigging 225 00:14:23.040 --> 00:14:27.367 Making the rig, which is the joints and bones 226 00:14:27.872 --> 00:14:31.877 Adding the skeletons, recording the movements 227 00:14:31.877 --> 00:14:35.158 And playing it is what animation is 228 00:14:35.703 --> 00:14:38.882 That's what animators do 229 00:14:39.229 --> 00:14:42.727 Next, the effectors 230 00:14:43.162 --> 00:14:47.724 They are who creates the visual effects 231 00:14:47.724 --> 00:14:49.260 The job is called effector 232 00:14:49.726 --> 00:14:52.618 After the modeler makes the character, and animator makes it move 233 00:14:52.856 --> 00:14:55.040 Effectors make cool effects 234 00:14:55.347 --> 00:14:59.644 For example, particles when the character moves 235 00:15:00.139 --> 00:15:02.520 Lastly, there's a job called TA 236 00:15:02.520 --> 00:15:04.453 It stands for technical artist 237 00:15:04.978 --> 00:15:08.682 TA is mostly a secondary job 238 00:15:08.682 --> 00:15:11.207 Rather than doing TA from the first 239 00:15:11.435 --> 00:15:14.705 The main task of TA is 240 00:15:14.705 --> 00:15:17.385 To be a bridge between technology and art 241 00:15:17.831 --> 00:15:22.000 That's why they're called technical artists 242 00:15:22.337 --> 00:15:27.487 TA helps other art team members to use the engine more efficiently 243 00:15:27.487 --> 00:15:31.479 Or manipulate the shader 244 00:15:32.063 --> 00:15:33.483 Things like that 245 00:15:33.483 --> 00:15:38.768 It's a position which gives care for the inadequacy 246 00:15:39.144 --> 00:15:42.634 When the art team uses the engine 247 00:15:43.040 --> 00:15:49.040 In Korea, TAs are more expected to handle shader 248 00:15:49.475 --> 00:15:51.592 When the effectors 249 00:15:51.879 --> 00:15:54.608 Create the effects 250 00:15:54.608 --> 00:15:57.109 They would have a lot of mathematical knowledge 251 00:15:57.109 --> 00:15:59.574 But using the engine well is a different thing 252 00:15:59.851 --> 00:16:04.827 So TA helps during the process 253 00:16:04.827 --> 00:16:06.911 That's what the TA is expected to do 254 00:16:06.911 --> 00:16:09.699 So this was the art team 255 00:16:09.996 --> 00:16:11.916 Finally, the tech team 256 00:16:11.916 --> 00:16:14.827 Tech time is typicallt divided into 257 00:16:15.114 --> 00:16:17.862 Client programmer and server programmer 258 00:16:18.278 --> 00:16:20.430 We are going to cover the Unreal Engine later on 259 00:16:20.430 --> 00:16:25.218 It belongs to the client programmer 260 00:16:25.604 --> 00:16:29.675 Client programmer handles the engine 261 00:16:30.141 --> 00:16:34.031 But generally speaking 262 00:16:34.031 --> 00:16:36.556 Creating an engine such as Unreal is 263 00:16:36.556 --> 00:16:38.584 What client programmers do 264 00:16:39.000 --> 00:16:40.834 So creating tools 265 00:16:41.181 --> 00:16:45.875 Or programming UI 266 00:16:46.281 --> 00:16:48.906 Or teaming up with 267 00:16:48.906 --> 00:16:52.119 The TA, animator or effectors 268 00:16:52.248 --> 00:16:55.881 Support the technical stuffs 269 00:16:56.248 --> 00:16:59.890 There are various jobs for the client programmers 270 00:17:00.286 --> 00:17:02.602 Normally 271 00:17:03.236 --> 00:17:06.097 It's not like a certain client programmer does specific jobs 272 00:17:06.245 --> 00:17:09.644 Client programmers do all the things they could 273 00:17:10.030 --> 00:17:14.188 They are expected to be people who can be versatile 274 00:17:14.614 --> 00:17:16.146 That's how they are 275 00:17:16.344 --> 00:17:21.194 Server programmers are also divided into two 276 00:17:21.194 --> 00:17:23.881 There's the ones who do socket communication 277 00:17:24.039 --> 00:17:26.307 And the ones who do web communication 278 00:17:26.743 --> 00:17:30.417 There can be people who do both, but normally it's divided 279 00:17:30.417 --> 00:17:32.103 There's the term front-end 280 00:17:32.103 --> 00:17:34.860 In web terms, it's front-end and back-end 281 00:17:35.128 --> 00:17:37.178 We don't use the terms in the game server field 282 00:17:37.990 --> 00:17:40.104 We just use server programmer 283 00:17:40.421 --> 00:17:44.661 And DBA programmer, database, etc. 284 00:17:45.206 --> 00:17:49.663 We have learned how the job groups look like 285 00:17:49.842 --> 00:17:52.505 Now let's install the Unreal Engine 286 00:17:52.861 --> 00:17:56.367 Let's compare Unreal with others 287 00:17:56.367 --> 00:17:58.805 For example, with LEGO 288 00:17:58.805 --> 00:18:04.361 The developing process of LEGO and Unreal 289 00:18:04.361 --> 00:18:07.436 Have similarities in a lot of ways 290 00:18:07.802 --> 00:18:11.248 So I'll try to explain by comparing them 291 00:18:11.772 --> 00:18:16.555 The smallest component of LEGO is called a block 292 00:18:16.555 --> 00:18:19.820 Or a brick 293 00:18:20.186 --> 00:18:24.455 When we put them together, and object is created like this 294 00:18:24.752 --> 00:18:26.803 These objects could somehow be 295 00:18:26.803 --> 00:18:31.297 an actor, if we imagine we're shooting a movie 296 00:18:31.970 --> 00:18:34.564 It can do things like an actor 297 00:18:35.644 --> 00:18:42.564 And they can be placed together in a certain space like this 298 00:18:43.069 --> 00:18:49.089 Then, this whole thing forms a single project 299 00:18:49.544 --> 00:18:52.970 A project is referirng to a finished product 300 00:18:53.782 --> 00:18:57.501 So now in Unreal's case 301 00:18:57.501 --> 00:19:02.762 About the terms, the smallest unit is called a component, just like a block 302 00:19:04.030 --> 00:19:08.980 And the one who has the components become an actor 303 00:19:09.505 --> 00:19:11.874 Then, actors are placed in levels 304 00:19:12.507 --> 00:19:16.366 There's not only one but numerous levels 305 00:19:16.713 --> 00:19:21.248 Those levels form a project 306 00:19:21.891 --> 00:19:25.436 So this can be shown as a picture like this 307 00:19:26.050 --> 00:19:29.401 There's a project, and levels inside it 308 00:19:29.589 --> 00:19:31.594 Several levels could exist 309 00:19:31.891 --> 00:19:36.966 Actors are inside the levels, and are made up of components 310 00:19:37.461 --> 00:19:39.446 You can understand it like this 311 00:19:39.960 --> 00:19:41.505 Of course when we go into further details 312 00:19:41.505 --> 00:19:44.822 The structure looks a little different 313 00:19:45.248 --> 00:19:47.000 Nevertheless, this is the basic form 314 00:19:48.000 --> 00:19:52.252 In the process of developing contents 315 00:19:52.837 --> 00:19:56.673 The product is not created at once 316 00:19:57.139 --> 00:20:02.663 At first, we make a prototype as simple as a box like this 317 00:20:02.663 --> 00:20:06.297 After prototyping and producing 318 00:20:06.564 --> 00:20:11.614 We progressively develop it over time 319 00:20:12.129 --> 00:20:17.663 So when creating a project, there's the planning block 320 00:20:17.663 --> 00:20:22.000 Programmer's block and art department's block 321 00:20:22.000 --> 00:20:26.158 They all produce their own blocks 322 00:20:26.455 --> 00:20:31.379 They are combined and made into a product 323 00:20:31.616 --> 00:20:36.921 This division of labor is the way of contents development 324 00:20:37.218 --> 00:20:39.974 Now we will install the Unreal Engine 325 00:20:40.123 --> 00:20:42.149 And create an account 326 00:20:42.149 --> 00:20:45.084 When you look up Unreal Engine in Google 327 00:20:45.084 --> 00:20:48.277 You can find the website called unrealengine.com 328 00:20:49.000 --> 00:20:51.921 You click it, and there's a download button 329 00:20:52.287 --> 00:20:55.112 Mine's in Korean, if your's in English 330 00:20:55.112 --> 00:20:58.508 Click the globe shape, and select Korean 331 00:20:58.508 --> 00:20:59.871 You can change it like this 332 00:21:00.901 --> 00:21:04.788 If you click download, you will go to a page 333 00:21:05.560 --> 00:21:08.198 Where you can download the launcher 334 00:21:08.198 --> 00:21:12.812 You can click this to download it 335 00:21:13.812 --> 00:21:17.911 I already have downloaded it, so I'll just use this one 336 00:21:17.911 --> 00:21:19.406 It's 176MB 337 00:21:20.158 --> 00:21:21.921 Double click it 338 00:21:22.980 --> 00:21:26.658 There's a pop up which shows the path 339 00:21:26.658 --> 00:21:30.000 If you see here, it's located in a x86 folder 340 00:21:30.297 --> 00:21:36.048 Unreal is installed through this laucher and the actual program 341 00:21:36.246 --> 00:21:37.782 The paths are different 342 00:21:37.782 --> 00:21:42.447 Launcher is located in the x86 folder of Program Files 343 00:21:42.922 --> 00:21:46.056 And the actual files that run Unreal 344 00:21:46.937 --> 00:21:50.000 We additionally download and install them 345 00:21:50.485 --> 00:21:53.812 They are located below Program Files 346 00:21:54.287 --> 00:21:56.693 I'll install it by clicking this 347 00:21:59.198 --> 00:22:00.525 Leave it do its thing 348 00:22:03.168 --> 00:22:04.514 We should create an account 349 00:22:04.613 --> 00:22:07.000 To use Unreal 350 00:22:07.000 --> 00:22:10.678 When you look at the top left of this page 351 00:22:11.381 --> 00:22:13.703 There's a human icon, click it 352 00:22:14.535 --> 00:22:17.087 Then it goes to a page to log in 353 00:22:17.572 --> 00:22:19.970 I already have an account so it's saved like this 354 00:22:19.970 --> 00:22:23.584 If you want to create an account 355 00:22:23.584 --> 00:22:27.713 You should type in your email address here 356 00:22:27.950 --> 00:22:30.589 I'll just type in 'test' for example 357 00:22:30.589 --> 00:22:33.690 It's inconvenient for me to create a new account right now 358 00:22:34.027 --> 00:22:36.267 So I'll just show you how 359 00:22:36.822 --> 00:22:39.752 After you type in your email 360 00:22:43.000 --> 00:22:44.485 Just like this 361 00:22:46.317 --> 00:22:49.465 See how the parts are divided up and down 362 00:22:49.465 --> 00:22:54.356 The upper part is where you create an account using an actual email 363 00:22:54.723 --> 00:22:57.640 The lower part it where you could do a social log in 364 00:22:58.036 --> 00:23:00.779 You would already have account of these social media platforms 365 00:23:00.779 --> 00:23:02.644 Emails and such 366 00:23:02.881 --> 00:23:07.079 So you could link the account and use it here 367 00:23:07.545 --> 00:23:09.824 You could do it like me 368 00:23:09.824 --> 00:23:13.891 Or you could click one of those and create an account 369 00:23:14.139 --> 00:23:18.123 So if you move on 370 00:23:18.480 --> 00:23:20.604 Agreement to the terms and conditions should come out 371 00:23:20.604 --> 00:23:22.782 But I'll do it a little differently 372 00:23:24.000 --> 00:23:29.733 Here's the terms about license contract 373 00:23:30.149 --> 00:23:32.821 You have to agree to all of them 374 00:23:33.029 --> 00:23:35.465 When you click the box, the terms come out 375 00:23:35.465 --> 00:23:41.000 You can't click the button unless you read the whole thing 376 00:23:41.168 --> 00:23:43.723 It's a common system these days 377 00:23:44.059 --> 00:23:48.950 Also, scroll it to the bottom and click 378 00:23:49.277 --> 00:23:52.515 This one's short, so just click agree right away 379 00:23:54.297 --> 00:23:58.994 After you've done all the agreeing, type in your name and display name 380 00:23:58.994 --> 00:24:00.822 And password 381 00:24:01.168 --> 00:24:04.450 Password should be at least 7 characters 382 00:24:04.450 --> 00:24:10.782 With at least one number and one alphabet 383 00:24:10.782 --> 00:24:14.219 You can create an account like this, since I already have one 384 00:24:15.249 --> 00:24:16.901 I'm going to use mine 385 00:24:17.287 --> 00:24:20.822 After creating an account, the launcher will pop out 386 00:24:21.000 --> 00:24:23.723 It would run automatically 387 00:24:23.723 --> 00:24:28.752 Now type in your account 388 00:24:29.317 --> 00:24:30.743 I'll do it myself 389 00:24:35.347 --> 00:24:38.267 Click on the blue button 390 00:24:47.158 --> 00:24:49.208 Now you're logged in 391 00:24:49.911 --> 00:24:52.286 For this launcher 392 00:24:52.633 --> 00:24:57.248 There's the logo of Epic games at the top left 393 00:24:57.574 --> 00:25:01.178 Below it, there's Store, Library, and Unreal Engine 394 00:25:01.594 --> 00:25:07.012 You know Steam, right? 395 00:25:07.012 --> 00:25:12.099 There's platform service called Steam made by Valve 396 00:25:12.436 --> 00:25:18.287 Likewise, this store is also a platform service 397 00:25:18.287 --> 00:25:22.495 So you can by games here 398 00:25:22.980 --> 00:25:24.906 The library is 399 00:25:24.906 --> 00:25:27.970 Where you could look at the list of games you purchased 400 00:25:28.109 --> 00:25:29.574 So these two aren't 401 00:25:29.980 --> 00:25:33.495 Really related to game developments 402 00:25:33.980 --> 00:25:36.649 This is the important part 403 00:25:37.084 --> 00:25:39.327 If you click on Unreal Engine 404 00:25:39.634 --> 00:25:45.089 This page is which actual programmers use 405 00:25:45.564 --> 00:25:49.532 Updates is where Unreal posts notices 406 00:25:49.888 --> 00:25:53.109 Or news 407 00:25:53.416 --> 00:25:58.770 Sample is where you can see various samples 408 00:25:58.770 --> 00:26:00.416 Such as Lyra Games provided by Epic Games 409 00:26:01.881 --> 00:26:02.762 Like this 410 00:26:04.198 --> 00:26:08.598 There's Marketplace which is different fromthe Store we saw earlier 411 00:26:08.598 --> 00:26:12.624 Store is where you can buy contents and games 412 00:26:13.000 --> 00:26:16.426 Marketplace is where you can buy assets 413 00:26:16.426 --> 00:26:20.820 Which are used for creating contents 414 00:26:21.087 --> 00:26:23.911 Using Unreal Engine 415 00:26:24.554 --> 00:26:26.861 There's lots of discounts and free items 416 00:26:26.861 --> 00:26:31.218 You can see the free content of the month 417 00:26:31.218 --> 00:26:34.822 So you can save them 418 00:26:35.406 --> 00:26:38.851 When you go to Library, this is where we'll use as a workplace 419 00:26:38.851 --> 00:26:41.574 Twinmotion here is a little different 420 00:26:41.574 --> 00:26:46.644 It's used for architecture and stuffs 421 00:26:46.644 --> 00:26:47.564 We use Library 422 00:26:47.792 --> 00:26:51.036 So it's these four 423 00:26:51.392 --> 00:26:54.465 We practically use 424 00:26:55.178 --> 00:26:59.024 When you click Library, there's an area named Engine Version 425 00:26:59.024 --> 00:27:01.376 My project, and Storage 426 00:27:02.109 --> 00:27:04.936 When you click the ' ' button of Engine Version 427 00:27:05.184 --> 00:27:08.950 We can choose the Unreal version to install 428 00:27:09.188 --> 00:27:11.238 It doesn't mean it's dowloaded by clicking it 429 00:27:11.238 --> 00:27:13.583 It's downloading an Unreal program 430 00:27:13.583 --> 00:27:16.158 Here you can select the version 431 00:27:17.485 --> 00:27:21.337 Preview is the latest version 432 00:27:21.337 --> 00:27:23.713 This would be a little difficult for us 433 00:27:24.010 --> 00:27:28.832 So we are going to use the 5.3.2 version 434 00:27:30.941 --> 00:27:36.644 If you clickdownload, a pop up comes out 435 00:27:36.644 --> 00:27:42.337 So this is the path, and you can see there's no x86 of Program Files 436 00:27:42.772 --> 00:27:49.050 The path where Epic Games Launcher is downloaded and where the actual Unreal Program is downloaded are different 437 00:27:49.733 --> 00:27:54.545 When you click the option, you can see the contents that would be downloaded 438 00:27:54.941 --> 00:27:58.446 The core is compulsory and the rest are optional 439 00:27:59.069 --> 00:28:03.341 Generally, starting contents and other stuffs 440 00:28:03.341 --> 00:28:06.000 Could come in handy later on 441 00:28:06.465 --> 00:28:09.416 If you scroll down, there's Target Platform 442 00:28:09.416 --> 00:28:14.238 Unreal Engine is called a Cross Platform 443 00:28:14.238 --> 00:28:18.742 A Cross Platform is what could be produced in one Engine 444 00:28:19.009 --> 00:28:22.673 And extracted into various execution files 445 00:28:22.673 --> 00:28:28.363 So usually we make a build for Android 446 00:28:28.363 --> 00:28:32.535 And create an apk file as an execution file 447 00:28:32.802 --> 00:28:39.119 Or ipa file for IOS, we need these 448 00:28:39.287 --> 00:28:40.505 There's Renux version too 449 00:28:41.287 --> 00:28:47.000 But in this course, we don't cover these 450 00:28:47.000 --> 00:28:52.693 So if you have some extra space in your hard drive, you can install them all 451 00:28:52.693 --> 00:28:57.139 But if you don't, there's no need 452 00:28:59.248 --> 00:29:01.871 You can just start downloading with only these selected 453 00:29:02.584 --> 00:29:05.139 It's about 18.1GB 454 00:29:06.337 --> 00:29:07.851 Click to apply 455 00:29:08.505 --> 00:29:11.792 And you click download 456 00:29:12.663 --> 00:29:14.713 It takes quite a lot of time 457 00:29:14.812 --> 00:29:16.633 So if I explain for some more 458 00:29:16.633 --> 00:29:18.604 You can install the Engine like this 459 00:29:18.782 --> 00:29:21.871 Of course various versions could be installed 460 00:29:21.871 --> 00:29:25.535 You can keep installing them like this 461 00:29:26.525 --> 00:29:32.238 For example, let's install a 4.27 version 462 00:29:32.238 --> 00:29:34.079 I'm not goint to install it 463 00:29:34.079 --> 00:29:39.871 But there can be times when you need to use older versions 464 00:29:40.752 --> 00:29:44.871 If you look here, we can install as old as 4. versions 465 00:29:45.495 --> 00:29:50.386 After we install it, and if there's several versions that are installed 466 00:29:50.386 --> 00:29:52.099 Here's the dropbox 467 00:29:52.495 --> 00:29:57.475 When you click it, you can select which version to run Unreal 468 00:29:57.723 --> 00:30:00.564 So we can use the laucher like this 469 00:30:00.564 --> 00:30:05.267 We're not going to install this one so delete, this one's taking a lot of time 470 00:30:05.267 --> 00:30:08.446 If we start a project here 471 00:30:08.446 --> 00:30:11.277 It's enrolled under 'My project' right here 472 00:30:11.495 --> 00:30:13.634 You can double click it to run it 473 00:30:14.158 --> 00:30:19.386 Or you can just run it right away 474 00:30:20.129 --> 00:30:23.257 In Unreal project itself 475 00:30:24.554 --> 00:30:27.129 Here's Storage 476 00:30:27.129 --> 00:30:29.663 Where the assets we purchased from Marketplace 477 00:30:29.663 --> 00:30:33.000 Would be stacked in here 478 00:30:33.723 --> 00:30:37.208 So the stuff purchased from Store would be stacked in Library 479 00:30:37.564 --> 00:30:42.703 And stuffs from marketplace would be stacked in Storage 480 00:30:43.376 --> 00:30:49.267 So let's wrap up the installing stage 481 00:30:50.355 --> 00:30:53.988 How to operate Unreal Engine 482 00:30:54.564 --> 00:30:57.960 Let's learn about operating the Editor 483 00:30:58.396 --> 00:31:01.960 We're going to make a screen for Unreal Engine 484 00:31:01.960 --> 00:31:04.010 First, we should create a project 485 00:31:05.000 --> 00:31:09.208 We're going to do it by clicking this button 486 00:31:12.000 --> 00:31:18.287 Then Unreal is runned, and Unreal project browser page comes out 487 00:31:19.000 --> 00:31:24.218 There are several templates here 488 00:31:25.000 --> 00:31:28.050 Including games and other stuffs 489 00:31:28.317 --> 00:31:31.296 Unreal is often used in industries these days 490 00:31:31.751 --> 00:31:33.911 So these functions are provided 491 00:31:34.515 --> 00:31:39.089 As we're going to create a game, so click Games 492 00:31:39.475 --> 00:31:43.614 Let's start from Blank 493 00:31:44.168 --> 00:31:48.395 Here's the setting 494 00:31:48.395 --> 00:31:52.446 You can choose whether you'll use Blueprint, C , etc. 495 00:31:52.901 --> 00:31:56.595 We're going to use Blueprint first 496 00:31:57.317 --> 00:31:59.000 So set it like this 497 00:31:59.000 --> 00:32:01.861 And then check the Starter Content box 498 00:32:01.861 --> 00:32:04.366 We're going to use the assets here 499 00:32:04.941 --> 00:32:09.124 For project location 500 00:32:09.461 --> 00:32:12.000 We have to type in the folder we'll use 501 00:32:12.000 --> 00:32:18.525 Click this button here, I have made a folder called 'Study' 502 00:32:18.525 --> 00:32:22.267 Let's create a project in this folder 503 00:32:22.802 --> 00:32:28.000 Another folder by the project's name is going to be created inside it 504 00:32:28.000 --> 00:32:31.871 The Unreal Project is going to be made in that name 505 00:32:32.277 --> 00:32:35.206 We're going to do some coding here 506 00:32:35.513 --> 00:32:41.802 So let's name the project MyCoding 507 00:32:42.079 --> 00:32:43.554 Click Create 508 00:32:48.485 --> 00:32:52.869 This type of screen is shown when you first run Unreal 509 00:32:53.245 --> 00:32:56.277 This is how the basic layout looks like 510 00:32:56.604 --> 00:32:59.000 There's bar of menus at the top 511 00:32:59.000 --> 00:33:00.361 You can see the menus 512 00:33:00.866 --> 00:33:05.624 This line is called the tool bar 513 00:33:06.386 --> 00:33:11.327 There is a menu called Place Actors on the left 514 00:33:11.614 --> 00:33:14.168 Sometimes it doesn't show up 515 00:33:14.554 --> 00:33:17.683 It happens when it's turned off like this 516 00:33:18.238 --> 00:33:21.836 To see the menu, you look at the tool bar 517 00:33:24.539 --> 00:33:27.396 There's an icon with a box and a plus 518 00:33:27.396 --> 00:33:31.248 You can make the Place Actors menu show by clicking the lowest one 519 00:33:32.683 --> 00:33:36.624 The screen at the center is called a viewport 520 00:33:36.832 --> 00:33:42.851 At the upper left, there's Show Tabs and if you click it, it says viewport 521 00:33:43.129 --> 00:33:46.653 So we call this a viewport 522 00:33:48.446 --> 00:33:53.149 Objects could be placed in the viewport 523 00:33:53.149 --> 00:33:58.931 If you click this, you can see this is not a one whole thing, and several objects are placed here 524 00:33:59.485 --> 00:34:05.267 If you click on an object, you can see two windows on your right 525 00:34:05.267 --> 00:34:08.931 This one's called Outliner, and this one's called Details 526 00:34:09.436 --> 00:34:16.416 Outliner is where you can see the list of objects placed in the viewport 527 00:34:16.416 --> 00:34:18.444 You can see it by their heirarchy 528 00:34:18.444 --> 00:34:23.644 At the Outliner 529 00:34:24.188 --> 00:34:28.495 If you click and choose one from the Outliner 530 00:34:28.743 --> 00:34:33.881 The details of this object are shown in Details 531 00:34:35.000 --> 00:34:39.941 If we use a different word, the space where the viewport is shown is 532 00:34:40.139 --> 00:34:43.851 Called a level in Unreal 533 00:34:44.505 --> 00:34:48.802 This is how a level is formed 534 00:34:49.000 --> 00:34:52.495 Actors are what is placed in the levels 535 00:34:52.495 --> 00:34:55.802 So all of these things here are actors 536 00:34:56.040 --> 00:35:01.089 All the things in the Outliner are actors 537 00:35:01.465 --> 00:35:04.715 The functions of the actors are 538 00:35:05.032 --> 00:35:08.446 Materalized as a component 539 00:35:08.673 --> 00:35:12.673 For example, Directional Light here refes to direct light 540 00:35:12.673 --> 00:35:15.376 It's like the sun in our world 541 00:35:16.356 --> 00:35:19.158 You can see how it functions as the sun 542 00:35:19.584 --> 00:35:23.267 In Details, you can enlarge the window 543 00:35:23.743 --> 00:35:25.650 This is the space 544 00:35:25.650 --> 00:35:29.168 Where the list of components are shown 545 00:35:29.782 --> 00:35:35.633 So the components of the actor are shown 546 00:35:35.633 --> 00:35:40.188 You can see the component 'Directional Light' here 547 00:35:40.624 --> 00:35:46.000 That's how the actor has the function of Directional Light 548 00:35:47.089 --> 00:35:50.000 There's lot of contents in Details 549 00:35:50.099 --> 00:35:53.366 Every actor has a Transform 550 00:35:54.040 --> 00:35:58.644 Transform consists of Location, Rotation, and Scale 551 00:35:58.950 --> 00:36:01.653 They are generally called attributes 552 00:36:02.525 --> 00:36:05.386 And this part is called categories 553 00:36:06.079 --> 00:36:08.410 So you can say, inside the category of Transform 554 00:36:08.678 --> 00:36:10.871 There's an attribute called location 555 00:36:11.485 --> 00:36:16.040 The language could be in English or in Korean 556 00:36:16.040 --> 00:36:18.347 To change the language, click Edit 557 00:36:18.644 --> 00:36:22.277 And click Editor Preference 558 00:36:22.564 --> 00:36:25.091 After you click it 559 00:36:25.616 --> 00:36:29.663 There's Region & Language 560 00:36:29.663 --> 00:36:32.853 So you can change the language to Korean 561 00:36:33.269 --> 00:36:36.000 The menus are now in Korean 562 00:36:36.455 --> 00:36:39.884 It might not be a problem 563 00:36:40.705 --> 00:36:45.119 When you create everything all by yourself 564 00:36:45.119 --> 00:36:50.277 But when you look at the manual or other people's projects 565 00:36:50.653 --> 00:36:54.089 There are way more materials in English than Korean 566 00:36:54.089 --> 00:36:58.525 So if you get to comfortable with Korean settings 567 00:36:58.802 --> 00:37:03.168 It might be difficult when looking up the materials 568 00:37:03.168 --> 00:37:07.623 Because the order of the menus are 569 00:37:07.623 --> 00:37:10.752 Different when in English with Korean 570 00:37:11.317 --> 00:37:15.782 So when you find the menu by the order 571 00:37:16.050 --> 00:37:17.441 It could be a different one 572 00:37:17.738 --> 00:37:21.000 That could be a problem 573 00:37:21.347 --> 00:37:25.812 So I recommend using the English setting 574 00:37:25.812 --> 00:37:30.941 I'll switch the Editor Language back to English 575 00:37:30.941 --> 00:37:35.752 You can switch them both to English, but it's fine if you don't 576 00:37:36.515 --> 00:37:39.327 So that's how you change Editor Preference 577 00:37:39.327 --> 00:37:43.513 There are other settings in Edit menu 578 00:37:43.513 --> 00:37:45.356 There are Project Settings 579 00:37:45.356 --> 00:37:47.567 And Editor Preference we looked at 580 00:37:47.884 --> 00:37:50.000 This is how it's organized 581 00:37:50.356 --> 00:37:55.584 Next, we will learn about 582 00:37:55.584 --> 00:38:01.050 How to move and manipulate the actors 583 00:38:01.050 --> 00:38:07.693 And about this level, we'll learn 584 00:38:08.059 --> 00:38:12.069 How to rotate or move the screen of the viewport 585 00:38:12.554 --> 00:38:15.349 So this was a level 586 00:38:15.349 --> 00:38:17.614 We're going to make a new level 587 00:38:18.960 --> 00:38:19.812 Let's try this 588 00:38:20.584 --> 00:38:25.356 Oh, one more thing befor making a level 589 00:38:25.356 --> 00:38:30.881 You can see Content Drawer and Output Log at the bottom 590 00:38:30.881 --> 00:38:33.901 These are very important 591 00:38:35.248 --> 00:38:41.515 Content Drawer is the similar thing with File Explorer 592 00:38:42.901 --> 00:38:45.198 That we use in Windows 593 00:38:45.485 --> 00:38:48.287 If you click right on Content 594 00:38:48.644 --> 00:38:52.624 And click Show in Explorer a page pops out 595 00:38:53.436 --> 00:38:57.000 Inside the Content folder 596 00:38:57.436 --> 00:39:01.653 Ignore the first two for now, there's a file called Starter Content 597 00:39:01.653 --> 00:39:06.505 It has the same name, so if you open here you can see the menus 598 00:39:08.267 --> 00:39:09.449 If you click on the file of this page 599 00:39:09.449 --> 00:39:12.950 You can see it's identical 600 00:39:13.802 --> 00:39:20.000 So the space here is where these files exist 601 00:39:21.317 --> 00:39:23.713 That's how you use Content Drawer 602 00:39:23.713 --> 00:39:27.099 You can click to use it, but there's a keyboard shortcut for it 603 00:39:27.099 --> 00:39:32.624 Pressing Ctrl and space bar you can raise and lower it like this 604 00:39:33.842 --> 00:39:36.634 Let's change the layout, click Window 605 00:39:37.604 --> 00:39:41.762 If you click Load Layout, you can see Default Editor Layout, which is right now 606 00:39:41.762 --> 00:39:46.505 But if you click on UE4 Classic Layout, it changes like this 607 00:39:46.505 --> 00:39:50.347 So you can dock the Content Drawer 608 00:39:50.347 --> 00:39:56.000 If you dock it, it is docked into the name of Content Browser 609 00:39:56.188 --> 00:39:59.851 So this is how we used it in Unreal 4 610 00:40:00.089 --> 00:40:05.337 The Content Drawer menu was added in Unreal 5 611 00:40:05.337 --> 00:40:07.281 This is veery convenient 612 00:40:07.528 --> 00:40:09.881 Because we open windows like this 613 00:40:09.881 --> 00:40:12.647 Go to that window and then come back 614 00:40:12.855 --> 00:40:14.604 Where we see the level 615 00:40:14.604 --> 00:40:16.950 And do the work inside here 616 00:40:17.099 --> 00:40:19.272 That is not necessary now 617 00:40:19.272 --> 00:40:22.851 Like, if you open the menu 618 00:40:24.554 --> 00:40:25.668 There's nothing at the bottom 619 00:40:25.668 --> 00:40:29.911 We have to go back and select this, and open the menu again 620 00:40:29.911 --> 00:40:31.060 It's very inconvenient 621 00:40:31.367 --> 00:40:34.564 So in Unreal 5, we can press Ctrl and space bar 622 00:40:34.564 --> 00:40:39.079 To make the Content Drawer slide up 623 00:40:39.327 --> 00:40:42.337 And be used right away 624 00:40:42.614 --> 00:40:45.683 It's very convinient so I hope you make good use of it 625 00:40:47.356 --> 00:40:52.574 Now below the Starter Content, there are levels 626 00:40:52.574 --> 00:40:57.287 We're going to manipulate actors by using them 627 00:40:57.673 --> 00:41:02.475 If you double click on Minimal_Default, these are shown in the viewport 628 00:41:02.653 --> 00:41:04.803 We're going to manipulate this 629 00:41:05.100 --> 00:41:07.703 If you want this screen to be larger 630 00:41:07.703 --> 00:41:11.178 Click on the viewport 631 00:41:11.178 --> 00:41:15.495 And press the function key F11 632 00:41:15.495 --> 00:41:18.933 If you press it again, it goes back 633 00:41:19.280 --> 00:41:22.861 If the menus around the screen are getting in your way 634 00:41:22.861 --> 00:41:24.857 You could use this function 635 00:41:25.104 --> 00:41:27.782 Or when you run it 636 00:41:28.634 --> 00:41:30.047 Let's move on 637 00:41:30.750 --> 00:41:34.069 I want to see these work 638 00:41:34.257 --> 00:41:36.107 So let's make the viewport larger 639 00:41:36.107 --> 00:41:37.980 Now we'll do some things 640 00:41:38.168 --> 00:41:41.436 First, let's chang the direction of the camera 641 00:41:41.436 --> 00:41:45.881 We're looking at the screen in the user's point of view right now 642 00:41:47.267 --> 00:41:50.733 So if you want to look around you 643 00:41:50.733 --> 00:41:54.881 Click the mouse, left or right 644 00:41:55.426 --> 00:42:00.000 And move it sideways to look around 645 00:42:00.376 --> 00:42:04.800 Just like you are turning your head 646 00:42:04.949 --> 00:42:07.129 You can rotate the camera like this 647 00:42:08.584 --> 00:42:09.712 And that's how you do it 648 00:42:09.860 --> 00:42:12.386 While clicking the mouse right button 649 00:42:12.743 --> 00:42:15.267 Pressing W will ake you go forward 650 00:42:16.505 --> 00:42:18.436 Press S to go backwards 651 00:42:19.683 --> 00:42:21.977 Press A to move left 652 00:42:22.135 --> 00:42:25.119 And press D to move right 653 00:42:25.426 --> 00:42:30.825 Combine the rotating and moving 654 00:42:31.181 --> 00:42:34.267 You can see every angle like this 655 00:42:37.000 --> 00:42:39.921 Like this 656 00:42:40.317 --> 00:42:43.950 When you get too high and want to go down 657 00:42:43.950 --> 00:42:47.149 Press Q to come down 658 00:42:48.000 --> 00:42:51.000 And press E to go up 659 00:42:51.277 --> 00:42:57.307 Use this keys to look at objects 660 00:42:58.188 --> 00:43:02.667 Or place them inside the viewport space 661 00:43:02.667 --> 00:43:07.634 You could move around to do stuff like them 662 00:43:10.950 --> 00:43:14.960 There are lots of shortcut keys beside these 663 00:43:14.960 --> 00:43:18.050 You can look up if you need them 664 00:43:18.297 --> 00:43:22.236 So this is viewport camera control 665 00:43:22.236 --> 00:43:24.455 Which is changing the user screen 666 00:43:24.455 --> 00:43:25.881 This is how it's done 667 00:43:26.406 --> 00:43:31.129 You might feel the speed of movement is fast or slow 668 00:43:31.129 --> 00:43:35.000 If you look at the top right, there's camera speed 669 00:43:35.000 --> 00:43:37.980 We can adjust the value 670 00:43:38.406 --> 00:43:40.683 And change the speed 671 00:43:41.267 --> 00:43:44.713 It gets slower when we decreace it 672 00:43:45.406 --> 00:43:49.059 And it gets faster if we increase it 673 00:43:50.040 --> 00:43:53.436 But clicking this everytime is quite inconvinient 674 00:43:53.752 --> 00:43:56.689 So we can do it by clicking the mouse right button 675 00:43:57.075 --> 00:43:59.356 And rolling the mouse wheel button 676 00:43:59.634 --> 00:44:02.703 If you push it forward, it gets faster 677 00:44:03.208 --> 00:44:06.119 It's very fast now 678 00:44:06.277 --> 00:44:09.851 If you roll it towards yourself, it gets slower 679 00:44:10.693 --> 00:44:14.327 So after doing that, now it's very slow 680 00:44:15.020 --> 00:44:19.000 So if you have to move fast, push it 681 00:44:19.287 --> 00:44:24.000 And if you need to do some detailed work, make it slower again 682 00:44:24.228 --> 00:44:26.277 You can also move the objects 683 00:44:26.604 --> 00:44:28.792 Click this object 684 00:44:28.792 --> 00:44:32.069 To select it, the actor 685 00:44:33.446 --> 00:44:37.059 You can see the direction gizmo here 686 00:44:37.059 --> 00:44:41.792 And there's also one at the bottom left 687 00:44:42.079 --> 00:44:46.376 If you look at the arrows of the direction gizmo 688 00:44:47.208 --> 00:44:50.000 The red one is forward 689 00:44:50.307 --> 00:44:54.000 Green one is right 690 00:44:54.366 --> 00:44:57.347 And the blue one is up 691 00:44:57.851 --> 00:45:01.228 So the directions are forward, right, up 692 00:45:02.000 --> 00:45:04.891 In English, forward, right, up 693 00:45:06.743 --> 00:45:13.515 You can see that forward is facing us right now 694 00:45:14.000 --> 00:45:17.287 So normally, we don't do it by looking this way 695 00:45:18.238 --> 00:45:21.970 But looking from the inner of the screen and work 696 00:45:22.119 --> 00:45:23.495 Like this 697 00:45:24.653 --> 00:45:28.238 So again, forward, right, and up 698 00:45:28.594 --> 00:45:34.347 Talking in coordinate system, they are X, Y, Z 699 00:45:34.347 --> 00:45:39.713 In order of forward, right, up 700 00:45:40.168 --> 00:45:44.683 Unreal Engine uses the coordinate system which the z-axis points upwards 701 00:45:46.050 --> 00:45:48.634 Now let's move the actor using this 702 00:45:49.000 --> 00:45:53.277 There are 4 buttons at the top 703 00:45:54.287 --> 00:45:58.812 The first one is for selecting, and second one is for moving 704 00:45:58.812 --> 00:46:03.693 And this one's for rotating, and last one's for scaling, to change the size 705 00:46:04.000 --> 00:46:08.812 The keyboard shortcut for these are Q, W, E, and R 706 00:46:09.079 --> 00:46:12.024 Without pressing your mouse 707 00:46:12.202 --> 00:46:17.683 Just press on your keyboard and you can see them switch 708 00:46:18.604 --> 00:46:21.980 I'll move this by pressing W 709 00:46:23.059 --> 00:46:30.475 After you've selected this object, press F 710 00:46:30.861 --> 00:46:33.911 Than this object is located at the center of the screen 711 00:46:33.911 --> 00:46:36.020 Right in the center 712 00:46:36.475 --> 00:46:43.891 Now, if you press Alt and the left mouse button and move the mouse 713 00:46:45.149 --> 00:46:49.772 It's not looking around, but I get to move around centering this object 714 00:46:50.436 --> 00:46:55.000 The object is fixed an the center and I move around it 715 00:46:55.485 --> 00:46:58.468 So you can rotate while you are the center 716 00:46:58.785 --> 00:47:01.515 Or while the object is the center 717 00:47:02.178 --> 00:47:03.969 This is how you do it 718 00:47:03.969 --> 00:47:06.287 Now I'll move this 719 00:47:07.267 --> 00:47:10.964 Select the arrow pointing right 720 00:47:10.964 --> 00:47:16.000 Press the left mouse button and it becomes like a clenched fist 721 00:47:16.168 --> 00:47:18.455 If you move the mouse 722 00:47:18.455 --> 00:47:21.000 The object moves with it 723 00:47:21.426 --> 00:47:25.089 The movement isn't quite smooth 724 00:47:25.089 --> 00:47:26.941 It looks like a stop-motion 725 00:47:26.941 --> 00:47:29.644 This is called snapping 726 00:47:29.644 --> 00:47:31.931 It's about moving into precise locations 727 00:47:31.931 --> 00:47:37.564 If you look at the top, there are three snappings 728 00:47:37.564 --> 00:47:41.812 Linked to the buttons on the left, so the first one is snapping within moving 729 00:47:42.109 --> 00:47:45.228 And this one's for rotating, and this one's for scaling 730 00:47:45.228 --> 00:47:47.347 Snapping is applicable on all of them 731 00:47:48.000 --> 00:47:50.000 And we can change the size of snapping 732 00:47:50.000 --> 00:47:53.129 The snap size is 10 right now 733 00:47:53.129 --> 00:47:58.985 The unit which Unreal uses 734 00:47:59.292 --> 00:48:02.158 is 'cm' 735 00:48:02.158 --> 00:48:05.000 So this means 10cm per movement 736 00:48:05.564 --> 00:48:07.158 100cm would be 1m 737 00:48:07.426 --> 00:48:09.050 Let's change it to 1m 738 00:48:09.050 --> 00:48:12.262 If we change it and move it 739 00:48:12.757 --> 00:48:16.673 Now it moves 1m per movement 740 00:48:18.168 --> 00:48:19.871 That's how you could understand it 741 00:48:20.802 --> 00:48:22.842 We can also turn off snapping 742 00:48:22.842 --> 00:48:25.158 So if you look at the button here 743 00:48:25.158 --> 00:48:26.782 And click it, it turns off 744 00:48:27.020 --> 00:48:28.228 It's gray when deactivated 745 00:48:28.228 --> 00:48:30.865 Now if you move it 746 00:48:31.390 --> 00:48:33.347 You can see it now moves smoothly 747 00:48:34.050 --> 00:48:37.158 You can move it in one direction like this 748 00:48:37.287 --> 00:48:41.327 Or there are squares between the arrows 749 00:48:41.327 --> 00:48:46.782 It means you are selecting two directions at the same time 750 00:48:46.782 --> 00:48:50.605 So for example, if you select forward and right at the same time 751 00:48:50.605 --> 00:48:52.653 You can move it back, forth, and sides 752 00:48:53.000 --> 00:48:59.327 Move it while clicking on the square, back, forth, and sides 753 00:49:00.000 --> 00:49:02.550 Like this, you can click on the area 754 00:49:02.757 --> 00:49:05.000 Or only the axis 755 00:49:05.317 --> 00:49:06.980 Now let's rotate it 756 00:49:07.366 --> 00:49:08.842 We change the setting to basic 757 00:49:10.139 --> 00:49:11.733 For rotation now 758 00:49:13.000 --> 00:49:15.000 It's basically the same thing 759 00:49:15.000 --> 00:49:18.743 These are also axises 760 00:49:19.119 --> 00:49:22.030 That direction was forward, remember? 761 00:49:22.030 --> 00:49:24.416 The color is red for forward rotation 762 00:49:24.723 --> 00:49:28.752 For right is green 763 00:49:28.752 --> 00:49:31.881 And for up, the color is blue 764 00:49:32.297 --> 00:49:35.028 So if you move it, it rotates like this 765 00:49:35.028 --> 00:49:37.861 It also looks like stop-motion 766 00:49:38.079 --> 00:49:41.644 As the snapping is 10 767 00:49:42.257 --> 00:49:46.078 So you change it or turn it off 768 00:49:46.296 --> 00:49:48.970 To make it rotate smoothly 769 00:49:50.584 --> 00:49:54.772 Press Ctrl and Z to undo 770 00:49:55.000 --> 00:49:56.168 You can use it like this 771 00:49:57.089 --> 00:49:59.198 Lastly, scaling 772 00:49:59.416 --> 00:50:01.604 Scaling is changing the size of the object 773 00:50:02.248 --> 00:50:07.881 Similar to moving, you can increase the size in certain directions 774 00:50:10.505 --> 00:50:11.814 Like this 775 00:50:12.468 --> 00:50:16.485 If you click the white box at the center, you get to select every direction 776 00:50:17.000 --> 00:50:19.822 So while clicking it 777 00:50:20.000 --> 00:50:23.000 Move the mouse to right or down to make it larger 778 00:50:23.000 --> 00:50:26.168 And move to left of up to make it smaller 779 00:50:26.680 --> 00:50:27.314 Like this 780 00:50:29.257 --> 00:50:30.515 So you can scale it this way 781 00:50:30.515 --> 00:50:34.109 And you can also make it smooth by turning off snapping 782 00:50:34.802 --> 00:50:37.653 Now if you look here 783 00:50:39.347 --> 00:50:40.584 There's directions here 784 00:50:42.198 --> 00:50:46.727 You can use the direction gizmos 785 00:50:47.291 --> 00:50:50.584 To move, rotate, or scale 786 00:50:51.416 --> 00:50:56.216 Especially for moving and rotating 787 00:50:56.562 --> 00:51:00.376 There's a globe icon next to them 788 00:51:01.218 --> 00:51:06.168 If you press it, you can switch the space 789 00:51:06.376 --> 00:51:09.564 There's a space called 'world', and a space called 'local' 790 00:51:10.198 --> 00:51:15.089 There's a term called rendering pipeline in computer graphics 791 00:51:15.089 --> 00:51:20.228 In that process, you have your own local, and the local is placed inside the world 792 00:51:20.436 --> 00:51:25.802 And decides the direction or size of itself 793 00:51:26.178 --> 00:51:28.930 Basically, local is what 794 00:51:28.930 --> 00:51:31.851 Myself is the basis 795 00:51:31.851 --> 00:51:38.119 For exampe, when whe are standing upright, upwards is the direction of sky 796 00:51:38.347 --> 00:51:39.505 But if I lie down 797 00:51:40.059 --> 00:51:43.059 The direction of sky is same 798 00:51:43.059 --> 00:51:47.743 But 'my upwards' change if I'm lying down 799 00:51:48.604 --> 00:51:50.109 This works the same way 800 00:51:50.574 --> 00:51:53.532 'World' is that 801 00:51:53.532 --> 00:51:57.644 Fixed directions, such as the sky, or NSEW 802 00:51:58.069 --> 00:51:59.861 So if you click it 803 00:52:00.297 --> 00:52:01.871 You can see the directions change 804 00:52:02.455 --> 00:52:04.000 It's local now 805 00:52:04.000 --> 00:52:05.950 The globe icon is world 806 00:52:05.950 --> 00:52:08.000 If you click it, it's changed to local 807 00:52:08.000 --> 00:52:13.545 So in local, it moves like this 808 00:52:15.564 --> 00:52:18.923 When in world, to move that way 809 00:52:18.923 --> 00:52:21.792 We had to move it like this 810 00:52:22.158 --> 00:52:24.890 But you can just switch is to local 811 00:52:25.148 --> 00:52:29.904 The movements are more natural, as it moves to my right or left 812 00:52:29.904 --> 00:52:31.436 And my front or back 813 00:52:32.683 --> 00:52:33.634 Rotations are the same 814 00:52:34.129 --> 00:52:37.317 You could see the directions change like this 815 00:52:37.653 --> 00:52:41.719 This is how we manipulate 816 00:52:42.016 --> 00:52:45.178 Moving, rotating, and scaling 817 00:52:45.515 --> 00:52:48.616 Don't forget snapping 818 00:52:48.894 --> 00:52:53.614 And the function of world and local 819 00:52:53.802 --> 00:52:55.465 I'll press F11 now 820 00:52:55.752 --> 00:52:59.249 All the things we've done are 821 00:52:59.249 --> 00:53:03.713 Reflected in location, rotation, and scale of Transform 822 00:53:04.545 --> 00:53:05.624 Let's move it 823 00:53:05.624 --> 00:53:08.000 If we move it like that, the values change 824 00:53:08.574 --> 00:53:10.000 The value of x here 825 00:53:10.475 --> 00:53:11.980 Red refers to x 826 00:53:12.188 --> 00:53:14.119 The order is x, y, z 827 00:53:15.000 --> 00:53:19.500 The color are for understanding the directions of axises easilt 828 00:53:19.500 --> 00:53:22.327 That's how it's mapped 829 00:53:22.327 --> 00:53:23.713 The order is RGB 830 00:53:23.911 --> 00:53:25.842 Red, green, blue 831 00:53:26.713 --> 00:53:29.000 This is a very classic way 832 00:53:29.000 --> 00:53:33.000 x, y, z and RGB 833 00:53:33.238 --> 00:53:37.000 It's a general way for these kind of things 834 00:53:37.673 --> 00:53:39.465 That's how it goes 835 00:53:40.921 --> 00:53:43.366 The contents here are all 836 00:53:43.366 --> 00:53:45.297 About transforming 837 00:53:45.297 --> 00:53:47.000 That's what Transform means 838 00:53:47.426 --> 00:53:50.226 So, changing things are 839 00:53:50.226 --> 00:53:53.188 Moving, rotating, and scaling 840 00:53:53.188 --> 00:53:55.158 That's how it goes 841 00:53:55.158 --> 00:53:59.000 Every actor has Transfrom 842 00:54:01.218 --> 00:54:05.812 We have learned how to manipulate things so far 843 00:54:06.297 --> 00:54:09.970 Let's review what we have learned on this unit 844 00:54:10.621 --> 00:54:17.423 Game contents development methodology Content producing process Prototyping, Alpha Test, Beta Test Job groups of Content producing Planning, Art, Programmer 845 00:54:17.423 --> 00:54:19.561 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 846 00:54:19.561 --> 00:54:21.630 Place Actors, Viewport, Outliner, Details, Content Drawer, etc. Controls Magnifying screen: click viewport and press F11 847 00:54:21.630 --> 00:54:23.491 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 848 00:54:23.491 --> 00:54:25.294 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