WEBVTT 1 00:00:23.602 --> 00:00:26.102 Nice to meet you, I will be teaching the basic Unreal Engine course 2 00:00:26.102 --> 00:00:29.500 For immersive content creation 3 00:00:29.500 --> 00:00:31.900 Let's learn the basics of Unreal Engine 4 00:00:31.900 --> 00:00:36.400 Through simple and diverse examples 5 00:00:36.400 --> 00:00:41.250 In this session, we will explain the history and overview of Unreal Engine 6 00:00:41.250 --> 00:00:44.799 And understand the content development process 7 00:00:44.799 --> 00:00:50.050 Additionally, we will install Unreal Engine and perform basic configurations 8 00:00:50.101 --> 00:00:53.401 Overview of Unreal Engine 9 00:00:54.451 --> 00:00:59.351 An engine is a program that plays a crucial role in creating content 10 00:01:00.201 --> 00:01:06.149 Much like the engine is the core component of a car 11 00:01:07.299 --> 00:01:13.050 It's the program we use to create immersive content 12 00:01:15.700 --> 00:01:19.900 So, we are aiming to learn 13 00:01:19.900 --> 00:01:23.200 About one of the prominent programs, Unreal Engine 14 00:01:27.250 --> 00:01:34.450 Unreal Engine is a game engine created by Epic Games, which was originally a game development company 15 00:01:38.300 --> 00:01:43.250 Epic Games, established with the goal of game development, has created several games over time 16 00:01:43.250 --> 00:01:50.300 Unreal Tournament, released in 1998, gained significant success and made Epic Games famous 17 00:01:51.000 --> 00:01:57.000 Unreal Engine was commercialized based on the game engine used at that time 18 00:01:58.100 --> 00:02:02.850 Currently, Fortnite is one of the most famous game contents 19 00:02:05.550 --> 00:02:11.450 Initially, Unreal Engine was developed as a game engine 20 00:02:11.450 --> 00:02:15.000 However, as it evolved, its graphics reached 21 00:02:15.000 --> 00:02:18.700 A level similar to that of live-action movies 22 00:02:20.250 --> 00:02:23.950 Therefore, Unreal Engine is used not only in games 23 00:02:23.950 --> 00:02:31.100 But also various other industries of big games 24 00:02:31.100 --> 00:02:34.000 Such as film, movie, architecture, manufacturing, and visual arts 25 00:02:38.000 --> 00:02:42.200 In the film industry, virtual environments created 26 00:02:42.200 --> 00:02:45.300 With Unreal Engine are displayed on screens 27 00:02:45.300 --> 00:02:48.550 Where actors perform their roles 28 00:02:49.300 --> 00:02:53.500 Actors can experience the illusion of performing in real environments 29 00:02:53.500 --> 00:02:56.250 Which enhances their immersion in the role 30 00:02:56.800 --> 00:03:01.350 Additionally, the natural lighting and colors of virtual environments captured by the camera 31 00:03:01.350 --> 00:03:10.000 Often result in more realistic outcomes compared to traditional composite shots 32 00:03:11.550 --> 00:03:17.100 Furthermore, in architecture, VR is used to design and place buildings 33 00:03:17.100 --> 00:03:20.500 In virtual spaces at their actual size 34 00:03:21.900 --> 00:03:29.850 Yes, clients can then experience the designs firsthand in virtual reality 35 00:03:30.550 --> 00:03:34.550 Therefore, we proceed with iterative improvements 36 00:03:34.550 --> 00:03:38.750 Based on client feedback refining our work accordingly 37 00:03:40.850 --> 00:03:44.700 This versatility makes Unreal Engine widely applicable across many fields 38 00:03:46.227 --> 00:03:50.227 Content development methodologies 39 00:03:51.850 --> 00:03:57.150 The general process of creating content typically involves the following steps 40 00:03:58.200 --> 00:04:04.900 First, establish the planning and then create a prototyping version 41 00:04:04.900 --> 00:04:07.450 Based on that planning 42 00:04:09.100 --> 00:04:15.500 Prototyping involves implementing the core aspects described in the plan 43 00:04:15.500 --> 00:04:18.650 Within a short period 44 00:04:18.650 --> 00:04:23.300 To validate feasibility of success 45 00:04:24.750 --> 00:04:27.650 If it's determined to be not feasible 46 00:04:27.650 --> 00:04:31.000 The project may not proceed further 47 00:04:33.350 --> 00:04:37.750 Therefore, prototyping is a validation stage 48 00:04:37.750 --> 00:04:41.350 Assuming the validation passes 49 00:04:41.350 --> 00:04:45.450 The project is initiated and a development team is assembled 50 00:04:45.450 --> 00:04:47.450 To proceed with development 51 00:04:47.450 --> 00:04:53.500 Next, efforts are made to create an alpha version 52 00:04:54.500 --> 00:05:01.250 The alpha version represents a stage where all functionalities are implemented 53 00:05:01.300 --> 00:05:06.950 But there may be many issues and bugs 54 00:05:08.350 --> 00:05:14.550 In other words, functionalities must be completed for the alpha version 55 00:05:16.500 --> 00:05:20.250 But bugs may still exist 56 00:05:21.550 --> 00:05:27.350 Therefore, based on this alpha version, the process of refining 57 00:05:27.350 --> 00:05:32.250 And fixing issues and bugs continues into the beta stage 58 00:05:33.200 --> 00:05:38.000 In the beta stage, critical bugs may still exist 59 00:05:38.000 --> 00:05:43.300 But the product is in a state where it can potentially be released 60 00:05:44.300 --> 00:05:48.800 You can think of it as a version ready for release 61 00:05:51.350 --> 00:05:53.300 If there are no issues 62 00:05:53.300 --> 00:05:59.450 The content is practically prepared for release 63 00:06:00.200 --> 00:06:07.000 In the process of creating content, there are several roles that need to be involved 64 00:06:08.000 --> 00:06:12.150 Firstly, there are roles responsible for planning 65 00:06:13.000 --> 00:06:16.150 Followed by those in art who handle visuals 66 00:06:17.400 --> 00:06:24.000 Next, there are roles in programming that make functionalities operational 67 00:06:24.000 --> 00:06:27.150 These three roles collaborate together 68 00:06:27.150 --> 00:06:30.500 To produce the final outcome 69 00:06:31.350 --> 00:06:35.000 Before engines were available 70 00:06:35.000 --> 00:06:41.000 The development process involved planners finalizing plans 71 00:06:41.000 --> 00:06:45.250 And conveying to art and programming teams what needed to be created 72 00:06:46.350 --> 00:06:52.250 Afterward, the art team proceeds with their tasks 73 00:06:53.200 --> 00:06:59.100 Following this, they deliver their work to the programming team 74 00:06:59.100 --> 00:07:02.600 To ensure successful implementation 75 00:07:03.100 --> 00:07:08.400 Throughout the process, the planning team also communicates 76 00:07:08.400 --> 00:07:12.000 Adjustments and updates to the art and programming teams 77 00:07:12.000 --> 00:07:16.050 Following this process, during the early stages of development 78 00:07:16.050 --> 00:07:20.550 The planning team has to define all the tasks 79 00:07:20.550 --> 00:07:25.100 That need to be done by the art and programming teams 80 00:07:25.100 --> 00:07:27.550 Which can lead to a heavy workload 81 00:07:29.000 --> 00:07:34.050 As the process continues, the workload typically increases for the art team 82 00:07:35.400 --> 00:07:38.000 And towards the later stages of development 83 00:07:38.000 --> 00:07:42.400 There tends to be a concentration of tasks for the programming team 84 00:07:44.000 --> 00:07:47.200 Even when planners request specific metrics 85 00:07:47.200 --> 00:07:49.700 They often need to make requests to the programming team for integration 86 00:07:49.700 --> 00:07:54.150 Also when the art team creates deliverables that need to be implemented 87 00:07:54.150 --> 00:07:59.750 They also need to make requests to the programming team as well 88 00:08:01.000 --> 00:08:09.050 Workload burden tends to concentrate at different stages of development depending on the phase 89 00:08:10.650 --> 00:08:14.950 Due to this structure, there were many inefficiencies 90 00:08:17.100 --> 00:08:21.050 Therefore, using Unreal Engine 91 00:08:21.050 --> 00:08:23.750 Can help address some of these issues 92 00:08:24.550 --> 00:08:28.200 Each discipline can proceed independently 93 00:08:28.200 --> 00:08:32.000 Without being overly dependent on others 94 00:08:32.000 --> 00:08:38.250 For example, if there are values that the planning team needs to change 95 00:08:38.250 --> 00:08:40.450 They can modify them directly 96 00:08:40.450 --> 00:08:44.300 Through the engine without having to request changes from programmers 97 00:08:45.750 --> 00:08:51.300 Similarly, the art team can preview their creations directly 98 00:08:51.300 --> 00:08:54.750 Through the engine without needing programmers to facilitate the process 99 00:08:56.750 --> 00:09:02.300 This way, it adopts a parallel structure 100 00:09:03.600 --> 00:09:09.450 This process ultimately enhances the quality of the output 101 00:09:09.450 --> 00:09:14.750 And reduces the development time 102 00:09:16.000 --> 00:09:21.950 This is the development process using Unreal Engine 103 00:09:23.350 --> 00:09:29.300 The creation process in Unreal Engine is similar to assembling LEGO blocks 104 00:09:30.000 --> 00:09:37.850 In LEGO, you assemble various LEGO blocks to create objects 105 00:09:37.850 --> 00:09:42.400 Such as people, cars, airplanes, and so on 106 00:09:44.000 --> 00:09:48.300 Unreal Engine also assembles objects 107 00:09:48.300 --> 00:09:53.000 By combining basic components called components 108 00:09:54.550 --> 00:10:01.250 So, the fundamental elements of Unreal are called components 109 00:10:11.201 --> 00:10:16.150 The assembled result of components in Unreal is called an Actor 110 00:10:18.250 --> 00:10:23.600 It's important for you to know the terms component and actor 111 00:10:25.200 --> 00:10:31.300 Next, LEGO constructs objects and arranges them 112 00:10:31.300 --> 00:10:35.250 To form a single package 113 00:10:36.450 --> 00:10:42.000 Unreal Engine also arranges actors together for placement 114 00:10:42.000 --> 00:10:45.400 Once arranged in this manner 115 00:10:45.400 --> 00:10:49.550 They are assembled into what is known as a level 116 00:10:50.550 --> 00:10:53.000 There, we have a term called level 117 00:10:53.000 --> 00:11:00.150 A level is the result created by placing multiple actors together 118 00:11:01.000 --> 00:11:03.750 Or sometimes called a map 119 00:11:06.850 --> 00:11:12.650 Finally, LEGO offers various packages depending on the design plan 120 00:11:13.500 --> 00:11:18.500 For example, with Star Wars, there is the LEGO Star Wars series 121 00:11:18.500 --> 00:11:22.450 Within that series, there are desert planet set 122 00:11:22.450 --> 00:11:28.200 Space set, and tropical jungle set as packages 123 00:11:29.250 --> 00:11:33.200 Multiple packages come together 124 00:11:33.200 --> 00:11:36.600 To complete one series like this 125 00:11:38.000 --> 00:11:44.850 Unreal Engine also operates on the structure where multiple levels created by placing actors 126 00:11:46.250 --> 00:11:50.250 Come together to form a complete optimized content 127 00:11:52.500 --> 00:11:56.700 If we were to represent this visually, it would look something like this 128 00:11:57.850 --> 00:12:02.200 Multiple components come together to form one actor 129 00:12:02.200 --> 00:12:03.050 Right? 130 00:12:03.050 --> 00:12:07.450 And multiple actors come together to form one level 131 00:12:08.200 --> 00:12:13.150 These levels come together 132 00:12:13.150 --> 00:12:17.500 To ultimately complete one final project 133 00:12:18.827 --> 00:12:22.277 Installing the Unreal Engine 134 00:12:23.650 --> 00:12:29.100 Please open a web browser and search for Unreal Engine 135 00:12:30.000 --> 00:12:33.450 Click the first link that comes up 136 00:12:35.000 --> 00:12:37.600 It will lead you to the Unreal Engine web page 137 00:12:37.600 --> 00:12:40.300 On the top right corner, there is a human figure icon 138 00:12:40.300 --> 00:12:42.250 Click the icon 139 00:12:42.850 --> 00:12:46.350 Go ahead and sign up 140 00:12:47.700 --> 00:12:50.600 After completing signing up 141 00:12:50.600 --> 00:12:54.650 Sign in with the account just made 142 00:12:58.450 --> 00:13:00.800 After signing in 143 00:13:00.800 --> 00:13:05.000 Click the download button on the top right corner 144 00:13:08.600 --> 00:13:11.800 Then find and click launcher download 145 00:13:15.100 --> 00:13:21.450 Once the download is complete, double click on the downloaded file to start the program 146 00:13:23.700 --> 00:13:28.700 Please follow the instructions that appear to complete the installation process 147 00:13:31.350 --> 00:13:35.150 Once the installation is complete, the launcher will open 148 00:13:35.150 --> 00:13:39.800 Please proceed to log in with the account you signed up with earlier 149 00:13:40.400 --> 00:13:47.400 Once you have completed the login, select the Library tab from the top menu bar in the launcher 150 00:13:49.550 --> 00:13:53.050 When you click on the icon next to Engine Versions 151 00:13:53.050 --> 00:13:56.750 A list will appear where you can choose to install version 5.3.2 152 00:13:56.750 --> 00:14:02.200 Click on the corresponding text to install a different version if you prefer 153 00:14:02.200 --> 00:14:05.050 Go ahead and click the install button 154 00:14:06.600 --> 00:14:15.050 Then, you will be prompted to choose the directory where you want to install this Unreal Engine version 155 00:14:15.050 --> 00:14:18.850 You should click the Install button to proceed with the installation 156 00:14:22.400 --> 00:14:28.600 Then it will show Installing with a progress bar indicating the installation progress 157 00:14:28.600 --> 00:14:34.100 Once this process is finished, the installation will be complete 158 00:14:34.550 --> 00:14:37.950 Setting up the Unreal Engine interface 159 00:14:39.500 --> 00:14:45.350 First, let me explain about the Epic Games Launcher 160 00:14:47.700 --> 00:14:51.000 If you select the "Store" tab here 161 00:14:52.150 --> 00:14:57.900 You can browse through the content that Epic Games offers for sale 162 00:14:57.900 --> 00:15:00.000 They are mostly games really 163 00:15:01.850 --> 00:15:06.450 Next, the Library tab allows you to see the list of items you have downloaded 164 00:15:06.450 --> 00:15:10.000 Or purchased from the store 165 00:15:13.300 --> 00:15:17.400 Then, the third tab is the Unreal Engine tab 166 00:15:17.400 --> 00:15:24.100 Here, the first tab, News, provides information about updates to Unreal Engine 167 00:15:24.100 --> 00:15:30.000 Events hosted by Epic, and other related news 168 00:15:32.600 --> 00:15:37.300 Next, the Samples tab features content created 169 00:15:37.300 --> 00:15:43.350 With Unreal Engine that Epic Games has been offered as examples 170 00:15:46.850 --> 00:15:50.050 The third tab, Marketplace, is 171 00:15:51.750 --> 00:15:58.050 Where you can purchase resources needed when you are planning to create something 172 00:15:58.050 --> 00:16:04.800 Using Unreal Engine, rather than purchasing content from the first Store tab 173 00:16:04.800 --> 00:16:07.000 There are lots of free resources, too 174 00:16:09.700 --> 00:16:13.650 Install the Library folder in the engine 175 00:16:13.650 --> 00:16:17.250 And we can see what projects we are 176 00:16:17.250 --> 00:16:20.300 Currently working on with our computer 177 00:16:20.300 --> 00:16:24.150 And this Vault is used to look at the list of assets 178 00:16:24.150 --> 00:16:28.750 Purchased from the marketplace 179 00:16:28.750 --> 00:16:35.700 The most frequently used tab for us would be the Library tab 180 00:16:37.900 --> 00:16:42.150 Now, let's go ahead and launch the Unreal Engine editor 181 00:16:42.150 --> 00:16:45.900 To create a new project 182 00:16:46.950 --> 00:16:51.850 You can click the Launch button in the top right corner of the Epic Games Launcher 183 00:16:51.850 --> 00:16:57.250 Or alternatively, you can click the Launch button in the section where we installed Unreal Engine 184 00:16:58.050 --> 00:17:00.000 Let's start the program 185 00:17:04.650 --> 00:17:08.250 Alright, once it's launched, you'll see a window like this 186 00:17:08.250 --> 00:17:15.800 The "Recent Projects" window displays Unreal Engine projects that you have worked on recently 187 00:17:15.800 --> 00:17:20.300 Listed in the order of most recently accessed 188 00:17:21.250 --> 00:17:27.350 The remaining tabs are all categories for creating new projects 189 00:17:29.850 --> 00:17:35.750 Let's select the Games tab here, and then choose Basic option 190 00:17:36.350 --> 00:17:40.950 You can also keep the settings on the right unchanged 191 00:17:40.950 --> 00:17:45.150 And simply check the "Starter Content" box before starting 192 00:17:49.000 --> 00:17:54.550 The Project Location at the bottom specifies 193 00:17:54.550 --> 00:17:59.750 Where the project you are creating will be saved 194 00:17:59.750 --> 00:18:04.800 You can set the folder path to whichever directory you prefer 195 00:18:07.900 --> 00:18:14.500 Please make sure not to include any Korean characters in the path 196 00:18:16.750 --> 00:18:20.200 Now, next to Project Name on the right 197 00:18:21.000 --> 00:18:25.150 Let's name it First Project 198 00:18:26.450 --> 00:18:31.250 And then click the Create button located below 199 00:18:34.000 --> 00:18:36.050 When the created project opens 200 00:18:36.050 --> 00:18:40.550 It will initially appear with a screen like this 201 00:18:42.300 --> 00:18:47.350 Let me explain the layout of this screen 202 00:18:49.300 --> 00:18:54.350 First of all, the large area you see here is called the viewport 203 00:18:55.600 --> 00:19:00.550 In the top left corner, you'll notice a small blue dot 204 00:19:00.550 --> 00:19:03.000 That allows you to click on it like this 205 00:19:03.000 --> 00:19:08.750 Clicking on it will display the name of the window in this area 206 00:19:08.750 --> 00:19:12.000 It says Viewport 207 00:19:12.000 --> 00:19:16.100 You can also hide the tabs again by right clicking and selecting Hide Tab 208 00:19:18.800 --> 00:19:24.300 As we discussed earlier 209 00:19:24.300 --> 00:19:29.100 The viewport is where we place actors to create a level 210 00:19:29.100 --> 00:19:35.300 So, the viewport is where you can see visually how the level appears with the actors placed in it 211 00:19:37.650 --> 00:19:40.000 Sure, go ahead and give it a try 212 00:19:40.000 --> 00:19:43.350 Click on the hexagonal 213 00:19:43.350 --> 00:19:47.650 Plus shaped icon in the top left corner 214 00:19:50.650 --> 00:19:55.550 Next, go to the Shapes tab and select the cube 215 00:19:57.900 --> 00:20:02.550 Then you'll see a cube being created in the center, like this 216 00:20:04.400 --> 00:20:06.650 You can visually see it yourself 217 00:20:06.650 --> 00:20:10.750 This cube is an actor 218 00:20:10.750 --> 00:20:15.200 It's an actor that has a hexagonal shape 219 00:20:17.700 --> 00:20:23.200 On the right hand side, you'll see the Outliner tab 220 00:20:23.200 --> 00:20:28.000 In that section, you'll see various lists displayed 221 00:20:28.000 --> 00:20:34.000 The cube we just created should also be visible in the list 222 00:20:34.000 --> 00:20:40.050 This is a window that displays the actors currently present 223 00:20:40.050 --> 00:20:45.000 In the level in list form 224 00:20:45.000 --> 00:20:47.900 You can consider that the list in the Outliner 225 00:20:47.900 --> 00:20:51.650 Corresponds to the items visible in the viewport 226 00:20:51.650 --> 00:20:58.700 The difference is that the viewport visually displays actors 227 00:20:58.700 --> 00:21:04.000 While the Outliner displays actors as a list 228 00:21:06.750 --> 00:21:10.800 And the Details panel here 229 00:21:10.800 --> 00:21:15.000 There are actors selected in the Outliner 230 00:21:15.000 --> 00:21:20.750 It shows what components form those actors 231 00:21:20.750 --> 00:21:26.000 If you select the cube we just created 232 00:21:26.000 --> 00:21:32.550 you'll see that it has a component called Static Mesh Component 233 00:21:36.750 --> 00:21:41.600 And the section where the button was to add this cube is called the toolbar 234 00:21:41.600 --> 00:21:44.250 It's called the toolbar 235 00:21:44.250 --> 00:21:49.450 It's a place where commonly used buttons are gathered 236 00:21:51.150 --> 00:21:52.850 There is a save button 237 00:21:52.850 --> 00:21:58.250 There are also a button available here to add actors like the one we just added 238 00:21:59.700 --> 00:22:05.100 Then there's the play button, which you'll likely use the most 239 00:22:05.100 --> 00:22:08.100 When you press the play button 240 00:22:08.100 --> 00:22:14.800 If you've implemented functionality to move this cube 241 00:22:14.800 --> 00:22:19.300 You'd want to confirm that it actually moves 242 00:22:20.200 --> 00:22:26.200 You can press the play button to start the simulation and see if the cube moves as intended 243 00:22:26.200 --> 00:22:28.650 Currently, since nothing is implemented 244 00:22:28.650 --> 00:22:30.800 The cube won't move 245 00:22:30.800 --> 00:22:32.700 So, as the class progresses 246 00:22:32.700 --> 00:22:36.150 We'll use the play button to check 247 00:22:36.150 --> 00:22:42.850 Whether our implementations work correctly and if our content functions well 248 00:22:45.700 --> 00:22:49.100 At the bottom, there is a Content draw menu 249 00:22:49.100 --> 00:22:55.500 When selected, a window like this pops up 250 00:22:55.500 --> 00:23:03.400 Which manages all assets used in Unreal Engine 251 00:23:04.850 --> 00:23:12.800 You can directly manage models or image files created by art teams 252 00:23:12.800 --> 00:23:20.400 As well as blueprints or C files created by programmers. 253 00:23:21.150 --> 00:23:26.700 Alternatively, sound designers can upload their own sound files 254 00:23:26.700 --> 00:23:30.150 And manage those files in this section 255 00:23:32.250 --> 00:23:37.150 This window will slide back down when you click elsewhere, as shown above 256 00:23:37.150 --> 00:23:41.000 This can become inconvenient time to time 257 00:23:41.000 --> 00:23:44.000 So, I'll pin this window in place 258 00:23:44.000 --> 00:23:51.350 From the window menu at the top 259 00:23:51.350 --> 00:23:53.700 If you select Content Browser 1 260 00:23:53.700 --> 00:23:59.650 The Content Browser window will be pinned like this 261 00:24:01.650 --> 00:24:04.000 The terminology may be a little different, but it serves the same function 262 00:24:04.000 --> 00:24:09.900 Content Drawer or Content Browser essentially perform the same function 263 00:24:13.400 --> 00:24:17.950 If you select an item from this content list 264 00:24:17.950 --> 00:24:23.500 Then right-click and choose Show in Explorer 265 00:24:23.500 --> 00:24:31.500 You'll see the actual content folder located in the path where you created your project 266 00:24:33.600 --> 00:24:35.650 So, if you place an image here 267 00:24:35.650 --> 00:24:39.600 The image will also appear here in the same way 268 00:24:43.200 --> 00:24:47.850 Now, all these menus are currently in Korean 269 00:24:47.850 --> 00:24:50.700 Let's change them all into English 270 00:24:50.700 --> 00:24:57.150 In the Editor Preferences under Edit 271 00:24:57.150 --> 00:25:04.700 There's a menu called Region and languages on the left tab 272 00:25:04.700 --> 00:25:11.300 Selecting that menu will show the Editor Language option under the Internationalization section 273 00:25:12.000 --> 00:25:15.450 Please drop down the menu and select English to change the language 274 00:25:15.450 --> 00:25:22.700 Then the menus in Unreal Editor will switch to English 275 00:25:26.550 --> 00:25:33.400 The position of windows I've described are not fixed 276 00:25:33.400 --> 00:25:35.950 If you left-click and drag on the part 277 00:25:35.950 --> 00:25:39.400 Where the window's name is shown 278 00:25:39.400 --> 00:25:43.000 The window will detach 279 00:25:43.000 --> 00:25:46.450 And become independent like this 280 00:25:47.450 --> 00:25:51.250 After that, when you click the same way 281 00:25:51.250 --> 00:25:53.150 And drag it over to the other side 282 00:25:53.150 --> 00:25:56.150 you can see it snap into place like a magnet 283 00:25:56.150 --> 00:26:00.900 When you release the mouse like that, the windows are arranged like this 284 00:26:00.900 --> 00:26:07.000 And if you drag it again to position it next to the tabs 285 00:26:07.000 --> 00:26:10.600 It will be organized like this into tabs as well 286 00:26:13.150 --> 00:26:19.500 So you can set up a layout that suits your convenience 287 00:26:20.350 --> 00:26:26.150 But in this lesson, I'm going to set the window layout 288 00:26:26.150 --> 00:26:29.550 As the default layout 289 00:26:29.550 --> 00:26:33.400 Once you do that, it will come out with that initial screen 290 00:26:33.400 --> 00:26:43.900 Then I'll launch Content Browser 1 in the Windows Content Browser 291 00:26:43.900 --> 00:26:48.650 To proceed with the lesson in this setup 292 00:26:51.000 --> 00:26:59.200 I've given a brief explanation of the layout of the Unreal Editor so far 293 00:26:59.750 --> 00:27:06.450 Now I'll explain the basic controls and operations 294 00:27:08.850 --> 00:27:15.050 First. let's try controlling the camera in the viewport 295 00:27:16.900 --> 00:27:22.650 In the Outliner, where we initially placed 296 00:27:22.650 --> 00:27:26.500 Select the Cube Actor and double click it 297 00:27:26.500 --> 00:27:32.650 Then the camera in the viewport snaps to focus on this cube 298 00:27:33.800 --> 00:27:41.600 Now, right click and try moving left and right. 299 00:27:41.600 --> 00:27:43.600 Moving up and down is fine too 300 00:27:43.600 --> 00:27:48.900 then it will make the person nod their head, like this 301 00:27:48.900 --> 00:27:54.075 Or, you can sway left and right to change the viewpoint and see it differently 302 00:27:55.484 --> 00:27:59.084 When you right click and move 303 00:27:59.084 --> 00:28:03.650 You can change your field of view, so keep that in mind 304 00:28:05.084 --> 00:28:11.800 This time, let's hold down the right mouse button and press the W key 305 00:28:11.800 --> 00:28:19.000 Then the camera will move forward in the direction I'm currently looking at 306 00:28:19.000 --> 00:28:24.950 While doing this, if I rotate the camera, my field of view changes 307 00:28:24.950 --> 00:28:29.700 So, while doing this, the camera continues to move in the direction I'm looking at 308 00:28:31.900 --> 00:28:36.000 Similarly, if you hold down the right mouse button and press S, the camera will move backward 309 00:28:36.000 --> 00:28:41.100 Then, if you press the D key, the camera will move to the right 310 00:28:41.100 --> 00:28:45.200 If you press the A key, the camera will move to the left 311 00:28:46.450 --> 00:28:49.950 Then, while continuing to hold down the right arrow key 312 00:28:49.950 --> 00:28:54.150 If you press Q, the camera will move downwards 313 00:28:54.150 --> 00:28:58.350 If you press the E key, the camera will move upwards 314 00:29:01.150 --> 00:29:06.450 This is how you control the camera in the viewport 315 00:29:08.900 --> 00:29:14.200 Remember what happened When you double clicked the cube? 316 00:29:14.200 --> 00:29:19.700 The camera in the viewport snapped to focus on the cube 317 00:29:20.900 --> 00:29:25.500 This is called object focusing 318 00:29:26.400 --> 00:29:32.000 When we're working, sometimes we need to see desired the actor 319 00:29:32.000 --> 00:29:34.300 When you can't select it directly here 320 00:29:34.300 --> 00:29:37.950 double clicking on the list in the Outliner 321 00:29:37.950 --> 00:29:44.600 Moves the camera directly in front of the chosen actor like this 322 00:29:45.250 --> 00:29:50.250 To get a closer look, let's add one more shape 323 00:29:50.250 --> 00:29:55.000 After clicking on the hexagon shaped button in the top left corner 324 00:29:55.000 --> 00:29:59.600 In Shapes, let's add a sphere this time 325 00:30:02.342 --> 00:30:05.392 Now I'll double click back and forth between the two 326 00:30:05.392 --> 00:30:08.342 When you double click on the cube the camera snaps to the cube 327 00:30:08.342 --> 00:30:10.792 And when you double click on the sphere, the camera snaps to the sphere 328 00:30:10.792 --> 00:30:13.792 You can see the camera moving like this 329 00:30:15.709 --> 00:30:20.000 Instead of double clicking in the Outliner 330 00:30:21.500 --> 00:30:25.850 If you select the actor you want in the Outliner 331 00:30:25.850 --> 00:30:32.500 And press the F key on your keyboard, it performs the same function as double clicking 332 00:30:33.250 --> 00:30:40.350 You can use whichever method is more convenient for you 333 00:30:43.800 --> 00:30:53.000 Let's try using the buttons located at the top right of the viewport 334 00:30:55.000 --> 00:30:59.800 After double clicking to snap to the cube 335 00:30:59.800 --> 00:31:06.200 Use the right mouse button and the keyboard WASD keys 336 00:31:06.200 --> 00:31:09.850 And adjust the point of view 337 00:31:09.850 --> 00:31:16.350 And if you choose the Move Tool with cross image from transform tool 338 00:31:16.350 --> 00:31:20.050 It's called the move tool and if you select it 339 00:31:20.050 --> 00:31:24.000 The actor currently selected in the Outliner 340 00:31:25.000 --> 00:31:31.700 Will display a gizmo with red, blue, and green arrows 341 00:31:31.700 --> 00:31:39.100 Connected at right angles like this 342 00:31:39.700 --> 00:31:45.000 As you can see, if you select the sphere, the gizmo will appear on the sphere 343 00:31:47.950 --> 00:31:51.750 When you hover the mouse over the green arrow 344 00:31:51.750 --> 00:31:54.950 You can see that the shape changes slightly 345 00:31:56.050 --> 00:32:00.250 In that state, when you press the left mouse button 346 00:32:00.250 --> 00:32:05.750 And move it left or right, it will move along that axis 347 00:32:05.750 --> 00:32:10.750 Moving the mouse in the direction of the red arrow won't cause movement in that direction 348 00:32:10.750 --> 00:32:15.050 The position of this cube changes 349 00:32:15.050 --> 00:32:18.600 In the direction of the green arrow that I've selected 350 00:32:18.600 --> 00:32:24.800 And If I grab the blue one, it will move only up and down 351 00:32:24.800 --> 00:32:27.750 Then, if you grab and move it using the red arrow 352 00:32:27.750 --> 00:32:31.500 You can see it moves back and forth 353 00:32:32.350 --> 00:32:35.550 Like so, the Move Tool is used 354 00:32:35.550 --> 00:32:40.500 To move around the actor that is currently selected 355 00:32:42.750 --> 00:32:45.950 Additionally, if you select the cube 356 00:32:45.950 --> 00:32:51.450 Information will be displayed in the Details 357 00:32:52.350 --> 00:32:58.000 Currently, you can see there's information called Transform among the Details 358 00:32:58.000 --> 00:33:02.150 Here, you have information such as Location, Rotation, and Scale 359 00:33:02.150 --> 00:33:09.300 The Location tells you the numerical coordinates where the cube is positioned 360 00:33:09.300 --> 00:33:13.150 Rotation shows the numerical values of its rotation 361 00:33:13.150 --> 00:33:20.450 And Scale indicates the current numerical size of the cube 362 00:33:22.000 --> 00:33:26.000 When you grab and move the green arrow in the viewport 363 00:33:26.000 --> 00:33:30.700 You'll see the green section under Location 364 00:33:30.700 --> 00:33:34.350 In the Transform menu of the Details panel change accordingly 365 00:33:34.350 --> 00:33:37.700 When you grab and move using the red arrow 366 00:33:37.700 --> 00:33:43.150 You'll see the red value in the corresponding section change in the details 367 00:33:43.150 --> 00:33:45.950 Same goes for the blue as well 368 00:33:47.750 --> 00:33:52.400 While you can use the Move Tool to adjust values 369 00:33:52.400 --> 00:33:58.900 You can also click on the numerical values 370 00:33:58.900 --> 00:34:04.350 In the Location section to manually edit them 371 00:34:04.350 --> 00:34:07.100 So, if you set it to minus 900 372 00:34:07.100 --> 00:34:11.400 You can see the position change like this 373 00:34:14.000 --> 00:34:18.000 So, from here, you can see that using the Move Tool 374 00:34:18.000 --> 00:34:23.450 Allows you to change the position value of this actor 375 00:34:23.450 --> 00:34:27.600 You should keep in mind that the actual values change 376 00:34:27.600 --> 00:34:30.050 When you make adjustments like this 377 00:34:32.350 --> 00:34:41.100 Next, I'll select the Rotation Tool next to the Move Tool 378 00:34:41.100 --> 00:34:45.900 Then, the gizmo shape changes accordingly 379 00:34:45.900 --> 00:34:49.000 It becomes more like a curved indicator 380 00:34:49.000 --> 00:34:53.400 When you left-click to select the red part and move it 381 00:34:53.400 --> 00:34:57.550 You can rotate it like this 382 00:34:57.550 --> 00:35:01.100 Then, if you grab and move the blue one 383 00:35:01.100 --> 00:35:05.450 You can rotate it along that axis as well 384 00:35:06.150 --> 00:35:12.700 Next, if you grab and move the green one, you can also rotate it like this 385 00:35:15.300 --> 00:35:20.800 You can see that moving each axis changes 386 00:35:20.800 --> 00:35:25.600 The corresponding rotation values in the Details panel 387 00:35:27.750 --> 00:35:32.300 So, it will be good to remember that the Rotation Tool is 388 00:35:32.300 --> 00:35:36.300 Used to rotate this actor 389 00:35:38.450 --> 00:35:44.350 And I'll select the Scale Tool next to the Rotation Tool 390 00:35:44.350 --> 00:35:47.400 Then, the gizmo shape changes again 391 00:35:47.400 --> 00:35:52.500 If you grab and move the green part with a left click 392 00:35:52.500 --> 00:35:56.100 You can see the size changing like this 393 00:35:57.450 --> 00:36:01.300 If you grab and move the red part, the size changes 394 00:36:01.300 --> 00:36:06.500 And if you grab and move the blue part, the size changes as well 395 00:36:07.700 --> 00:36:12.250 You can see that the Scale values in the Transform section 396 00:36:12.250 --> 00:36:15.000 Also change accordingly 397 00:36:18.700 --> 00:36:24.150 Let's switch back to the Move Tool 398 00:36:24.150 --> 00:36:32.200 And then I'll change the rotation values of this cube to 0, 0, 0 399 00:36:34.050 --> 00:36:40.600 And then when you click the cube shaped icon 400 00:36:40.600 --> 00:36:44.400 It changes to a cube, and when you click it again 401 00:36:44.400 --> 00:36:47.250 It changes back to the globe icon 402 00:36:49.650 --> 00:36:54.600 Let me rotate it like this 403 00:36:54.600 --> 00:36:59.500 By grabbing the blue part using the rotation tool 404 00:36:59.500 --> 00:37:04.450 And now, let's switch back to the Move Tool 405 00:37:06.150 --> 00:37:09.600 Now, when you click on the globe icon 406 00:37:09.600 --> 00:37:14.300 You can see the gizmo change 407 00:37:14.300 --> 00:37:18.000 When you click it again, it changes again 408 00:37:19.100 --> 00:37:23.250 So, the difference here is that 409 00:37:23.250 --> 00:37:27.750 I will be indicating in the direction 410 00:37:27.750 --> 00:37:30.600 Set by the Unreal Engine world 411 00:37:32.650 --> 00:37:38.350 If you click the globe icon again to change it back to the hexagon shape 412 00:37:38.350 --> 00:37:45.350 I'll align this gizmo according to the actor's orientation 413 00:37:45.350 --> 00:37:48.950 So, when you position an actor 414 00:37:48.950 --> 00:37:54.000 When we decide what icon to use to move to certain direction 415 00:37:54.000 --> 00:37:59.700 And then, when we decide to move to the direction the actor is facing 416 00:37:59.700 --> 00:38:04.400 You can click that certain icon 417 00:38:04.400 --> 00:38:08.750 Then, you can move it easily 418 00:38:09.700 --> 00:38:13.200 Next, let's look into the snap settings 419 00:38:13.200 --> 00:38:18.000 The grid shape thing is currently set to 10 units 420 00:38:19.550 --> 00:38:24.400 When you select the move tool and align the gizmo 421 00:38:24.400 --> 00:38:31.000 According to the Unreal world and then try moving based on the red axis 422 00:38:31.000 --> 00:38:36.500 You can see that the red value in the Location section 423 00:38:36.500 --> 00:38:40.900 Of the Transform details changes to 10 424 00:38:41.650 --> 00:38:46.350 This means that when you move the actor using the Move Tool 425 00:38:46.350 --> 00:38:51.600 It changes by the amount indicated next to the grid icon 426 00:38:51.600 --> 00:38:57.900 If you change it to 5 and look at green 427 00:38:57.900 --> 00:39:03.000 You'll see that only the green numerical value changes when you move it 428 00:39:03.850 --> 00:39:07.550 So, when you want to make fine adjustments 429 00:39:07.550 --> 00:39:13.300 You can change these values to control movements precisely 430 00:39:13.300 --> 00:39:15.650 What's next to this 431 00:39:15.650 --> 00:39:21.400 After switching to the Rotation Tool, I'll grab and move the blue one 432 00:39:21.400 --> 00:39:27.650 Then if you look at the blue value in the Transform's Rotation section 433 00:39:27.650 --> 00:39:33.300 You'll see that this value also changes by 10 units 434 00:39:33.300 --> 00:39:36.600 If you move it quickly, it will move faster 435 00:39:36.600 --> 00:39:42.000 However, when you move it one step at a time, it moves by 10 units 436 00:39:42.000 --> 00:39:47.200 So, this is the snap value related to rotation 437 00:39:47.200 --> 00:39:49.550 What would be the last step? 438 00:39:49.550 --> 00:39:53.850 That would be the snap value related to scale 439 00:39:53.850 --> 00:39:57.300 When you switch to the Scale Tool 440 00:39:57.300 --> 00:40:00.900 and adjust the values incrementally 441 00:40:00.900 --> 00:40:07.450 You'll notice that they change by increments of 0.25 units 442 00:40:10.450 --> 00:40:15.600 So, by carefully adjusting these values you can position actors 443 00:40:15.600 --> 00:40:22.500 In your level, rotate them, and resize them as needed 444 00:40:22.500 --> 00:40:26.400 Next, there's this camera-shaped icon, which is currently set to 1 445 00:40:26.400 --> 00:40:30.250 Remember when we first learned about the controls 446 00:40:30.250 --> 00:40:34.300 We kept our right mouse button held down in viewport 447 00:40:34.300 --> 00:40:37.600 And moved around using WASD keys 448 00:40:37.600 --> 00:40:43.150 It's the speed of the camera when we do that 449 00:40:43.150 --> 00:40:46.350 so if you select that setting 450 00:40:46.350 --> 00:40:51.950 and reduce the value of camera speed to 0.1 451 00:40:53.000 --> 00:40:56.950 when you move in the viewport with the right mouse button held down 452 00:40:56.950 --> 00:41:02.700 You will notice that it moves more slowly compared to before 453 00:41:04.600 --> 00:41:08.700 We'll be using the Move Tool, Rotation Tool, Scale Tool 454 00:41:08.700 --> 00:41:11.650 And Camera Movement frequently 455 00:41:11.650 --> 00:41:17.000 So it's good to memorize these shortcuts for easier navigation 456 00:41:17.000 --> 00:41:20.600 Activate mouse in the viewport 457 00:41:20.600 --> 00:41:24.600 When you press W, the Move Tool activates 458 00:41:24.600 --> 00:41:29.050 When you press E, the Location Tool activates 459 00:41:29.050 --> 00:41:33.400 When you press R, the Scale Tool activates 460 00:41:33.400 --> 00:41:38.250 And then, with the right mouse button held down 461 00:41:38.250 --> 00:41:40.650 If you could scroll the mouse wheel 462 00:41:40.650 --> 00:41:45.000 We can see that the camera speed value being changed 463 00:41:45.000 --> 00:41:48.950 So when you move the camera speed and then scroll down 464 00:41:48.950 --> 00:41:52.150 465 00:41:53.600 --> 00:41:57.100 When you scroll up again, the speed increases 466 00:41:57.100 --> 00:42:02.750 So since you use this frequently, it would be great if you practiced enough 467 00:42:02.750 --> 00:42:08.000 To become familiar with these shortcuts and methods 468 00:42:10.850 --> 00:42:14.650 Let's look into vertex snapping 469 00:42:14.650 --> 00:42:19.750 First, add a cube, and then place it 470 00:42:19.750 --> 00:42:22.700 In the appropriate position 471 00:42:22.700 --> 00:42:26.850 Next, after selecting the cube, press Ctrl and D 472 00:42:26.850 --> 00:42:30.000 A copy like will be created 473 00:42:30.000 --> 00:42:32.300 So, you can use the Move tool 474 00:42:32.300 --> 00:42:35.750 To precisely align it right next to it 475 00:42:35.750 --> 00:42:39.000 However, there are situations where you can't snap them together 476 00:42:39.000 --> 00:42:42.850 That's when vertex snapping comes into play 477 00:42:44.000 --> 00:42:52.150 The method is to first hold down the Alt key and press the V key on the keyboard 478 00:42:52.150 --> 00:42:55.950 Then click the mouse wheel button 479 00:42:56.550 --> 00:43:00.500 Select one of these axes and click precisely 480 00:43:00.500 --> 00:43:02.300 I clicked on the blue one 481 00:43:02.300 --> 00:43:09.400 And when I try to move, you see those blue points on the actor 482 00:43:09.400 --> 00:43:13.850 Those points are vertices that belong to this actor 483 00:43:13.850 --> 00:43:17.750 So, if you try moving it upwards 484 00:43:17.750 --> 00:43:21.350 You'll see it snap exactly to those blue points 485 00:43:21.350 --> 00:43:23.500 The gizmo moves accordingly 486 00:43:23.500 --> 00:43:28.300 Again, hold down the Alt key 487 00:43:28.300 --> 00:43:33.000 Press the V key to focus on this green axis 488 00:43:33.000 --> 00:43:36.800 And then click the mouse wheel button 489 00:43:36.800 --> 00:43:41.800 And when you move it slightly to the left, you'll see a blue point appear on the left 490 00:43:41.800 --> 00:43:45.800 So, if you move it all the way, it will snap to that point 491 00:43:47.850 --> 00:43:49.850 Then you'll move it over in this direction 492 00:43:49.850 --> 00:43:53.100 Hold down the Alt key, press the V key 493 00:43:53.100 --> 00:43:56.250 And then click the mouse wheel button 494 00:43:56.250 --> 00:43:58.050 Then, when you move it to the left like this 495 00:43:58.050 --> 00:44:00.850 You can see it moving in this direction 496 00:44:00.850 --> 00:44:07.650 So, I moved the gizmo from the center to the top left corner vertex 497 00:44:07.650 --> 00:44:15.000 Now, I'm going to snap this vertex to the vertex of the cube on the left 498 00:44:15.000 --> 00:44:20.300 This time, do not press the Alt key while holding down the V key 499 00:44:20.300 --> 00:44:25.000 With the V key held down, focus again on this green one 500 00:44:25.000 --> 00:44:27.750 Hold down the V key, then click the left mouse button 501 00:44:27.750 --> 00:44:32.350 When you click the left mouse button to move it to the left 502 00:44:32.350 --> 00:44:36.000 It snaps to this wall like this 503 00:44:36.050 --> 00:44:39.700 But it didn't quite snap perfectly vertically 504 00:44:39.700 --> 00:44:42.550 With the V key pressed 505 00:44:42.550 --> 00:44:46.500 Select this red axis, move it slightly to the left with the left mouse button 506 00:44:46.500 --> 00:44:50.950 Then select the blue gizmo and move it up a bit 507 00:44:50.950 --> 00:44:56.350 And you'll see them meet perfectly 508 00:44:58.000 --> 00:45:00.900 I understand it can be inconvinient to use 509 00:45:00.900 --> 00:45:04.800 While watching this video again from the beginning 510 00:45:04.800 --> 00:45:09.400 I think it would be helpful for you to practice 511 00:45:09.400 --> 00:45:13.200 I'll summarize the content we've learned in this session 512 00:45:13.200 --> 00:45:17.250 We explored the history and various applications of Unreal Engine 513 00:45:17.250 --> 00:45:19.850 And learned how to install 514 00:45:19.850 --> 00:45:23.000 Unreal Engine and create projects 515 00:45:23.000 --> 00:45:28.000 We also learned about the structure and basic operations of Unreal Engine 516 00:45:29.547 --> 00:45:36.047 Unreal Engine Summary Unreal Engine program A program that plays a crucial role in creating content Utilized in games, videos, movies, architecture, manufacturing, visual arts, and more 517 00:45:36.047 --> 00:45:37.747 Content development methodology Development Process Proposal Planning, Prototyping, Project Initiation, Development, Alpha, Beta, Final Product 518 00:45:37.747 --> 00:45:39.497 Collaboration among roles in the development process Producer Artist Programmer It's possible to progress projects independently using Unreal Engine without depending on other professions 519 00:45:39.497 --> 00:45:41.247 Development elements Components, Fundamental elements of Unreal Engine Actor, The result of assembling components 520 00:45:41.247 --> 00:45:42.947 Level (Map), The result of placing multiple actors together The structure where multiple levels, created by placing actors, come together to form the final content 521 00:45:42.947 --> 00:45:46.597 Installing Unreal Engine How to Searching for Unreal Engine After logging in, click on the download button at the top right of the homepage After downloading the launcher, double-click the file to run it 522 00:45:46.597 --> 00:45:50.297 Log in with your registered account Select the version from the Library tab Set the installation path and complete the installation 523 00:45:50.297 --> 00:45:52.397 Setting up the Unreal Engine interface Viewport The window where you can visually see how the level appears 524 00:45:52.397 --> 00:45:54.697 The Outliner A window that displays actors currently present in the level in list format Detail Panel The Outliner shows the components that make up the selected actors 525 00:45:54.697 --> 00:45:57.097 Toolbar A place where commonly used buttons are gathered Play button A button that allows you to preview the motion when adding movement functionality Contents Drawer The window that manages all assets used in Unreal Engine 526 00:45:57.097 --> 00:45:59.347 Language selection Edit, Editor Preferences, General, Region and Language, Internationalization, Editor Language Layout You can change the position and arrangement of windows to configure the layout 527 00:45:59.347 --> 00:46:01.647 Viewport Camera Control Play Button Right Mouse Button W, Move Forward Right Mouse Button S, Move Backward Right Mouse Button D, Move Right 528 00:46:01.647 --> 00:46:03.997 Right Mouse Button A, Move Left Right Mouse Button Q, Move Down Right Mouse Button E, Move Up 529 00:46:03.997 --> 00:46:07.397 Object Focusing Double clicking on an actor in the Outliner list moves the camera to focus on that actor Move Tool When you want to move the selected actor 530 00:46:07.397 --> 00:46:10.774 Rotation Tool Used to rotate actors Snap Adjusts values precisely when you want detailed control Vertex Snapping Used when you cannot directly attach a copied cube next to another