Hello, this is Kim Hyun-Jin on the Unreal Engine Basics for Immersive Content
Today, we will be using all the basic controls we learned before
To place an actor
And we will be adding color to the actor and lighting to the space
So that we can add more realistic effects
Space Design using Actor
Let's create a new level
Choose File - New Level
And choose 'Basic'
And 'Create'
If we get
A pop-up window asking whether to save this open Level
Choose 'Don't Save'
We just created a new Level
We have a ground here
And some sky-looking thing on top
And this Level is not saved yet
To our top left, we see 'Untitled'
Meaning, this Level has no name
So let's save this Level
Press Ctrl S to get this window
Or to our top left, 'Save'
Click on this 'Save' icon to get that same window
And save the Level here
We have option for Name at the bottom
'SpaceDesignLevel'
And 'Save' at our bottom right
And under our Content folder
We get a file called SpaceDesignLevel
Select this file, right click
Choose 'Show in Explorer'
And it shows the finder or explorer window
Where the file is saved
So this file we just saved exists here like so
Before space design
Let's learn about Geometry Brush
Up until now, to add a cube
We went to Toolbar to our top left
And clicked on a cube icon to add one
This time, let's choose Place Actors Panel
And like so, to our left we get the Place Actors Panel
And these are all the menus we have chosen
For the dropdown options displayed here
So before, when we wanted to choose for cube
We went to the menu 'Shapes'
And here at Place Actors Panel, we already have Shapes icon
And clicking on it shows us this menu
We can simply drag and place it
And this works the same way
Here, we will be using this one, third from the right
The menu called Geometry
Let's add another box here
This Geometry Actor
We can reshape it however we want
Toolbar, Selection Mode, click on it
And we get some menus
Choose 'Brush Editing'
Then the Geometry Actor we just added
Changes a little like so
Try and click on a vertex with the mouse
And it selects a vertex
And choose any axis you want to move around
And it reshapes it like so
Or, choose a face like so
And it chooses that face
So choose this side
Hold onto that Gizmo and move around
And this also reshapes it like so
We can also select the edge
But it is quite challenging to do so
So zoom in a bit and click on it
And we see that this thin line has been selected
So this edge too, hold onto Gizmo and move around
And it changes the shape
So this allows us to freely control
Its size and shape
Back to Toolbar
'Brush Editing Mode'
Let's change it to 'Selection'
And let's add a box next to it
This box has a default size set to it
To your left, at Details
We have the X, Y, Z values for Brush Settings
We have 200, 200, 200
Meaning, its width, length and height are all 200
So with this value, we can
Adjust the size of the box
Let me change X to 400
Then, like so, with this red as the guideline
We see how it got bigger and is now 200 in width
When we change the Y value
This expands on this green side
And this Z value
It changes the size
On this blue side
So the Gizmo axis we see here
You should understand what each represents
This red axis is the X
And the green, Y
And the blue, the Z
So when we move it around with the Move tool
When red moves,
It means that the X value is moving around
And moving it on green means moving on Y value
And moving with the blue
It moves the Z value around
All these Geometry for testing purposes
Let's delete them all
Let's now start with our space design
Let's select this floor, actor
Or the ground, delete it
And we will be creating a space
Based on this blueprint
Let's create a space based on this
Here, all numbers are millimeters
Meaning, for example, 1500 means
1500mm
Or in centimeter, 150cm
Or in meter, 1.5m
At Unreal, we use centimeter
So when we created that Geometry box
Remember how we resized it with X, Y and Z values
Width as 200, height as 200
And length as 200, right?
This 200 here means 200cm
So based on this blueprint
When we create these walls
We will be calculating these numbers into cm
We will start with the floor
Since the width is 13200mm, it will be 1320cm
And length, 4500mm, so 450cm
Let's set that up
At Geometry, get a box
And drag it in here
First, at Details, Transform and go to Location values
Let's set it up as 0/0/0
And set the screen like so
So that green faces rightward
Blue faces upwrad
And then red faces right towards us
Let's set it up like so
At the blueprint we had, width was 13200mm
So let's set that length for our green axis
At Details, Y value becomes 1320
And length, 450
This height is too big
Let's change it up a bit
For a Geometry setup
Whenever we select a face
The options at this Details window change a little
So to get that menu where we resized the actor
Go to Outliner and choose Box Brush
Then we get the Brush Setting again
Here, for Z value, let's do 10
Then we get this thin floor
Let's change the name of this Brush Actor
To the right at Outliner
Choose the Box Brush
Click it slowly once more
And we can rename it
Or, you can select it
And press F2 to rename it as well
Let's name this 'Ground'
Press Enter to confirm
Now, let's add some walls here
First, let's create the hallway to the left
Drag in another box
At Brush Setting
Y is 10
And X becomes 450
Because the length of the floor should
Match the red X value of the floor to be exact
And then
We will place it right at the end
In order to place it right at the vertex
We can either control the Snapping values to our top right
Or we can use something called 'Vertex Snapping'
To snap it right on
I will be using Vertex Snapping
First, just place it around the vertex
And move the Gizmo
To that vertex
And let's set it up so that
This vertex touches right on this edge on Ground
Press Alt V
And click on your wheel of the mouse
First, hover over this red axis
And press on your wheel to move around
Then, like so, Gizmo moves to the wall
And then, while pressing Alt V
Focus on this blue axis
And press on your mouse wheel to move it down
Then it touches on the end here
But see how it is still not at the edge?
We will now move the Gizmo to the left
While pressing Alt V
Focus on the green axis
Click on the wheel and move around
And that will set up the Gizmo
As you work with Vertex Snapping
You will often click on some other area on the screen
Then this Gizmo that we just moved
Comes back to the center
Which means, to bring Gizmo back to the vertex
We need to do it all over again
That's why, after we move this Gizmo to the vertex
We will fix it
So let's do it again
Press Alt V
Click on red, move to the left
Move the Gizmo this way
And then Alt V again
Hold onto blue, pull it down
And Alt V again, get green
And move the Gizmo to the vertex we want
And here, at the menu on top
Under Actor, go to Pivot
And select 'Set as Pivot Offset'
This means that this Gizmo is fixed here
So now, if you click elsewhere and select it again
This Gizmo stays right here
Where we set it before
Now that we have the Gizmo at where we want
Now press 'V'
And left click to drag it around
While pressing 'V', focus on the blue
And left click
Left click to drag
Then this sticks right on our Ground
And then press V again
Hold onto green, left click
And move to the left to have it stick to it
And then get red to stick it right on the edge
Then this leaves no space behind
And we can check for that over here as well
So this is a side of wall in that hallway section
You also need some practice with
This camera movement
If the camera movement is too fast, or too slow
While right clicking
Drag on your wheel
This will change the camera speed
So you can control it to your preferences
We just created this wall over here
This hallway wall has 1500 space in between the other wall
So let's make another one
The size is the same as this one
So instead of making another box to set it up
While pressing Alt
Select this green Gizmo and drag
That will copy another wall that looks the same
So we will move this wall by 1500
Or in Unreal, by 150
So let's move it away
And we do that by adding a value
So when selecting this left wall we see
We have -655 for the green value, right?
And we just add 150 to this
So to this wall that we just created
Select this wall
And let's start with adding -655 for our green value
That will place it at the exact spot of the other one
At Details, this green area
We can add arithmetics
So to -655, add ' 150'
And press Enter for that to calculate
And it changes the value
Then this is now exactly 150cm apart
From the other wall
This this is the hallway, right?
So let's change the name
We have Box Brush and Box Brush2
Select and press F2
And let's call this HallWay
And Box Brush 2, select and press F2
And name it HallWay
The names can overlap
Now, let's make this small bedroom next to our hallway
The width is 2700, and it doesn't have the length value
Let's set it up as 2800
So place a box
Let's start by renaming
Select this Box Brush, press F2
And call it SmallBed
Let's first set a wall on top here
At Details, X values is 10
And Y values, 270
For this
This vertex should stick to this vertex
So let's move our Gizmo to this end
While pressing Alt V, get this green
And move around by clicking on the wheel of the mouse
And it moves this way
Let's push it down a little
Press Alt V and focus on the blue
Click on the wheel to drag it down
Then it is placed like so
Again, Alt V and select the red axis
Click on the mouse wheel an dmove
Now it is placed, right?
Let's now fix this Gizmo
To the top, Actor, Pivot
Set as Pivot Offset to fix the location
And let's move it to this side
While pressing V, left click
Choose red and move
And again, press V
Select this blue and move
And it should go to this end
While pressing V, select the green axis and move around
Then we get this perfect wall over here
Next, let's make that right wall
Choose that one wall we just made, our SmallBed wall
And press Alt to copy and paste one
Let's resize it a bit
We should change its X and Y values
Set X as 280
And Y as 10
Now, let's move this vertex
So that it sticks to this vertex here
So we should move the Gizmo
Press Alt V, get the red, move around
If it needs to move more, you need to do it once more
Again, Alt V, move more
Now, let's pull it down
Press Alt V, get that blue, drag it down
And then, Alt V
And click on the mouse wheel to move
Just in case, let's fix the location
Actor-Pivot-Set as Pivot Offset
Again, press V and
Get that green by left click to move around
Now we have that nice overlap
There may be a tiny bit of error
But all we need is
A draft of the shape using
The numbers of the blueprint
Now, we need the wall at the bottom here
The size is the same as the one on top
So select the wall on top
Press Alt, drag on the red axis
To pull a new one down here
Let's start by pulling it away a little
And let's place this vertex
To touch on this vertex
Then we need to move this Gizmo to that top left vertex
So while pressing Alt V
Click on the mouse wheel to move upward
And again, Alt V
Hold on the green axis, click on the wheel
Let's move it
We should move it once more
Alt V, to the end
And then, Alt V
Hold that red, move it
Let's now save this
Actor-Pivot-Set as Pivot Offset
Press V, left click
Hold on the red to move
Now it fits perfectly as so
Now we have the small bedroom
Next is kitchen and dining room
Let's start with this long wall at the bottom
Whose width is the sum of 2700, 2200 and 2000
Which means 6900
Let's make a wall that's 6900mm big
Let's bring another box and change the name
Box Brush, press F2
Let's name it Kitchen
And at Brush Settings, X values is 10
Y values, 690
We have this long wall here
Let's roughly move it here
And have this vertex touch here
Let's move the Gizmo
Alt V, move it upward
Hold on the green and move
And then the red to move the Gizmo
Just in case, let's fix the Gizmo
at Actor-Pivot-Set as Pivot Offset
Next, press V, get the green
Stick it here, now get the red
And stick it here for the perfect stick
Next, let's make that small, short wall to the right
It doesn't have a size, so let's just make it 200
Get that Kitchen box
And copy and paste
Press Alt to copy and paste
Now we resize it
Let's have X 200 and Y 10
Then we get this box
Let's get this vertex stick here
Moving the Gizmo now
Alt V, click on the wheel to move it upward
Alt V again to move the Gizmo
If you're not exact at once, you have to do it again
Alt V, move it around
And then, Alt V again to do this
Next, let's press V and stick it on
This end is not quite right, see?
V again, get the red axis
And push it in a little
Next is the bathroom
And the wall that divides that
The width is 2000, but since we are extending it to here
Let's make it 2100
So select that wall we made second in order
Press Alt to copy and paste
Let's resize it: X as 10 and Y as 210
And this vertex
Let's stick it to this vertex to the left
We should move the Gizmo, right?
Alt V, push up, move around
Push down, place it right
Press V, left click to stick
Like so
You do not have to be exactly like me
You can set your vertex wherever you like
When you aim for the wall to stick to somewhere
Next, we need this wall here
So let's just copy this wall
Copy and paste, Alt to move
X value will be 240 here
Let's move the Gizmo over here
Press V
And place it like so
And we should have another wall here
So, copy this wall
Alt and drag on your mouse
And it copies like so
Let's roughly place it first
And set it Y value as 220
Next, let's move this vertex this way
First, move the Gizmo
Press Alt V to move it up
Press Alt V again to move
Next, Alt V to move
Now finally, just V
And left click to move
And move again
It is not quite right here, let's push it a bit
Press V, hold on the green, move
And that makes it stick perfectly
Next, let's make this bathroom
For which we only need these two walls
The size is the same as this one
So get one from Kitchen
Alt to copy and paste
Let's just rename it
Choose the actor we just created
F2 to rename it as 'WashRoom'
And we can stick this vertex here
Move the Gizmo
Press V to move
And copy this wall again
And place is here
So press Alt, move it again
Move the Gizmo here and paste here
Press Alt V
Move it upward
And press V
To place it right on that vertex
Now we have the bathroom
Let's now make this big bedroom
Starting with the wall below
The length is 3300
Get a box
Rename it
'BigRoom'
Next, X value is 10
Y value is 330
Let's stick this vertex here
Move the Gizmo
Move it like so
And stick the vertices
Copy it as it is
And we can make it the wall on the top
Move the Gizmo this way and stick it
Let's do it
Next, the hallway at the end
This will be the size for the wall
So select this, copy one
And move it to the end
Let's rename it
Select
'BigRoom'
Since we saved that Pivot, it's already looking like this
So press V and
Stick it over here as well
Now we have the big bedroom
Finally, for our balcony, let's make the whole thing at once
Place a box
And rename it
Press F2
And let's call it 'Balcony'
And X value is 10
Y value is 150
As we make these walls
There must've been tiny sizing errors
Some may have overlapped a bit too much
Some, probably not overlapping enough
For some, since we made two walls for one side
There may be little errors
And for these errors, we can simply
Expand on Ground size
So let's stick this vertex here
So while pressing Alt V
Pull up the Gizmo
Place it like so
And press V to place it
And bring it down to make it stick
And to finish off
Let's extend on the floor to fit it to the wall
We can just copy this wall here
Press Alt to move it around
And stick this vertex here
Press V, stick
This is what we are looking for, at the top view
Choose this wall, Alt to copy
Place it over here
Move the Gizmo
And stick these vertices
Alt V, click on the wheel to move
Place it like so
Hold on the red, move it
And press V to stick it on
We should pull this out a bit
Press V to stick it
And now we have a whole balcony
We see a hole here
Let's hold the wall and stretch the size
To our top left, 'Select Mode'
Get its dropdown menu
And change to 'Brush Editing' mode
And select this part and pull a little
Doesn't have to be exact
And now, back to 'Selection' mode
And now, from the top view
This looks exactly like
An apartment room blueprint
Textures
Now let's add some colors to this blueprint
To ad colors
At Contents Browser, go to 'Add'
Click on the Add button
And select 'Material'
And let's name it 'MatWall'
Double click on the file
And you get this window
So select the name part of the window
And place it right next to the Level
Then we can move back and forth with tabs
To our bottom left, go to Contents Drawer
And we get that Contents Drawer
When we made this project
We ticked on 'StarterContent'
So we have this StarterContent file
Which has some basic images and models
If you do not have a StarterContent on your end
Press 'Add' here
And select the second menu 'Add Feature or Content Pack'
We get this window
And on top, choose Content tab
And select StarterContent menu
And do 'Add to Project'
And it will be added to the Content Drawer
At StarterConntet, double click on Texture
And here we have image files
So select any image you like
And drag it here
Then we have a node called 'Texture Sample'
And it has an RGB Pin
Drag it and
Put it into the Base Color
Then this sphere to our left
Will now be wrapped in that image we chose
Now, let's save at our top left
And select SpaceDesignLevel
Then, click on this MatWall here
Drag it up like so
And let go on a wall you'd like to have it on
Then this adds that design
Again, drag and let go
And drag and let go
This is how we work with the walls
Let's make one more
Press 'Add' and create Material
MattWall2
And double click to open the file
At Contents Drawer, find another texture
That you like
Let's try something colorful this time
Save it
This time, let's try something other than dragging
Select this wall
Then on the Details, Menu
We get the menu called Surface Materials
Here, at Element 0
Click on that dropdown menu
And we get a list of all materials we can add here
And we see MattWall2 we just created as well
We can choose MatWall2 and change it like so
Or we can drag it in as well
Placing Doors and Windows
Next, let's place an object
From our StarterContnet
To our bottom left, under Starter Content
We have 'Props'
This is what contains chairs and doors
So let's choose a chair and place it here
We can rotate it using the roation tool
And let's add a door
But notice how the wall is closed
We need an opening on the wall
We can use a Geometry Actor to make that opening
Make a box
Name it 'Door'
And set X values to 50, Y to 90
And place it at where we need the door
Under Details, at Brush Settings, we have 'Brush Type'
Expand it and change to Subtractive
Then the form that we just saw
Disappears from the screen
We need that floor, so let's drag it up a bit
To have that floor with us
Next, choose this object, or the door
And place it right there
And then, this door
SM_Door model, pull it up
To place it at a right spot
Change to rotation tool and rotate it
And we can have the door open as well
Next, let's place some lighting
Placing Lighting
To our left, at Place Actors
To all icons, the third from the left
It's a lightbulb icon
Click on that button to see five different kinds of lighting
We have Directional Light and Sky Light
Already set up here
This Directional Light and Sky Light
Here, we will be using Point Light
And Spot Light
First, Point Light looks like a lightbulb
And it works like one
Which lights up a certain range, in all angles 360°
And then, Spot Light
It is like a headlight on a car
Let's try it together
Place a Point Light at a nice spot
And this light just lights up a certain area
And this area, when we look around
Has a blue hue to it
Meaning, it only lights up in this blue area
Of course, the further away awe get, the dimmer the light
Under Details, go to Attenuation Radius
Which is set as 1000
If we reduce the value, its lighting area becomes smaller
Let's try 100
It's as small as this now
Let's try 200
Then it can only light up this much
And by reducing the Intensity value
We can adjust how strong th elight is
Let's try 2
And for the option 'Light Color'
We get a color picker
So we can change it to any color
That we want
Next, drag in Spot Light
To place it here
It lights up in a cone shape
As we see here
And when we bring it up
It lights up a lot of space at the bottom as well
And when we reduce its Attenuation Radius
The area becomes smaller
Let's try 200
Then it only lights up around 200m from the light source
It only lights up this much
Same thing, we can dim it down
Or increase the intensity
To make it even brighter
Same thing, we can set the color
Then, this part, with this Spot Light
It has the pink light here
And here, it is a purple light
So you can place the lights in
Areas that need different kinds of lighting
And this will allow for a higher quality content
Let's summarize what we learned today
We used Location, Rotation and Scale tools
To place an actor at a desired spot
In a 3D space
We learned about adding color to an actor
And we also used some lighting to
Design a space more realistically
Space Design using Actor Geometry Actor Menu that allows for reshaping
Making a blueprint Place a box, resize at Brush Setting Rename: Select actor, Box Brush, F2
Relocate Actor: Move Gizmo, while pressing Alt V, hold on an axis and click on the mouse wheel Snapping Actor: While pressing V, focus, left click to drag
Copy: Alt select Gizmo of what is being copied, drag
Textures Adding color Method 1 ContentsBrowser - Add - Material Double click on the file
Starter Content-Double click on Texture folder to see images Select an image, drag to add Texture Sample node
Drag RGB to Base Color to change the sphere to the left, save Choose SpaceDesignLevel to drag the design into a desired place
Method 2 Press Add, create Material, Rename Open the file, go to Contents Drawer to the bottom left, choose the Texture, save
Select the part to add the design, set for Surface Materials option at Details
Click on the dropdown menu of Element 0 to check for Material list
Placing Door and Window Objet Placing Starter Content - Props
Removing Actor Shape to Place Object Detail - Blush Setting - Blush type - subtractive
Placing Lighting Lights Point Light: even amount of light to all 360°, like a lightbulb Spot Light: like a headlight on a car
Light Placing and Setting Click on Place Actor to see five kinds of light Detail - Attenuation Radius: adjusts lighting area
Detail - Intensity: adjusts light intensity Detail - Light Color: adjusts light color