Nice to meet you, I will be teaching the basic Unreal Engine course
For immersive content creation
Let's learn the basics of Unreal Engine
Through simple and diverse examples
In this session, we will explain the history and overview of Unreal Engine
And understand the content development process
Additionally, we will install Unreal Engine and perform basic configurations
Overview of Unreal Engine
An engine is a program that plays a crucial role in creating content
Much like the engine is the core component of a car
It's the program we use to create immersive content
So, we are aiming to learn
About one of the prominent programs, Unreal Engine
Unreal Engine is a game engine created by Epic Games, which was originally a game development company
Epic Games, established with the goal of game development, has created several games over time
Unreal Tournament, released in 1998, gained significant success and made Epic Games famous
Unreal Engine was commercialized based on the game engine used at that time
Currently, Fortnite is one of the most famous game contents
Initially, Unreal Engine was developed as a game engine
However, as it evolved, its graphics reached
A level similar to that of live-action movies
Therefore, Unreal Engine is used not only in games
But also various other industries of big games
Such as film, movie, architecture, manufacturing, and visual arts
In the film industry, virtual environments created
With Unreal Engine are displayed on screens
Where actors perform their roles
Actors can experience the illusion of performing in real environments
Which enhances their immersion in the role
Additionally, the natural lighting and colors of virtual environments captured by the camera
Often result in more realistic outcomes compared to traditional composite shots
Furthermore, in architecture, VR is used to design and place buildings
In virtual spaces at their actual size
Yes, clients can then experience the designs firsthand in virtual reality
Therefore, we proceed with iterative improvements
Based on client feedback refining our work accordingly
This versatility makes Unreal Engine widely applicable across many fields
Content development methodologies
The general process of creating content typically involves the following steps
First, establish the planning and then create a prototyping version
Based on that planning
Prototyping involves implementing the core aspects described in the plan
Within a short period
To validate feasibility of success
If it's determined to be not feasible
The project may not proceed further
Therefore, prototyping is a validation stage
Assuming the validation passes
The project is initiated and a development team is assembled
To proceed with development
Next, efforts are made to create an alpha version
The alpha version represents a stage where all functionalities are implemented
But there may be many issues and bugs
In other words, functionalities must be completed for the alpha version
But bugs may still exist
Therefore, based on this alpha version, the process of refining
And fixing issues and bugs continues into the beta stage
In the beta stage, critical bugs may still exist
But the product is in a state where it can potentially be released
You can think of it as a version ready for release
If there are no issues
The content is practically prepared for release
In the process of creating content, there are several roles that need to be involved
Firstly, there are roles responsible for planning
Followed by those in art who handle visuals
Next, there are roles in programming that make functionalities operational
These three roles collaborate together
To produce the final outcome
Before engines were available
The development process involved planners finalizing plans
And conveying to art and programming teams what needed to be created
Afterward, the art team proceeds with their tasks
Following this, they deliver their work to the programming team
To ensure successful implementation
Throughout the process, the planning team also communicates
Adjustments and updates to the art and programming teams
Following this process, during the early stages of development
The planning team has to define all the tasks
That need to be done by the art and programming teams
Which can lead to a heavy workload
As the process continues, the workload typically increases for the art team
And towards the later stages of development
There tends to be a concentration of tasks for the programming team
Even when planners request specific metrics
They often need to make requests to the programming team for integration
Also when the art team creates deliverables that need to be implemented
They also need to make requests to the programming team as well
Workload burden tends to concentrate at different stages of development depending on the phase
Due to this structure, there were many inefficiencies
Therefore, using Unreal Engine
Can help address some of these issues
Each discipline can proceed independently
Without being overly dependent on others
For example, if there are values that the planning team needs to change
They can modify them directly
Through the engine without having to request changes from programmers
Similarly, the art team can preview their creations directly
Through the engine without needing programmers to facilitate the process
This way, it adopts a parallel structure
This process ultimately enhances the quality of the output
And reduces the development time
This is the development process using Unreal Engine
The creation process in Unreal Engine is similar to assembling LEGO blocks
In LEGO, you assemble various LEGO blocks to create objects
Such as people, cars, airplanes, and so on
Unreal Engine also assembles objects
By combining basic components called components
So, the fundamental elements of Unreal are called components
The assembled result of components in Unreal is called an Actor
It's important for you to know the terms component and actor
Next, LEGO constructs objects and arranges them
To form a single package
Unreal Engine also arranges actors together for placement
Once arranged in this manner
They are assembled into what is known as a level
There, we have a term called level
A level is the result created by placing multiple actors together
Or sometimes called a map
Finally, LEGO offers various packages depending on the design plan
For example, with Star Wars, there is the LEGO Star Wars series
Within that series, there are desert planet set
Space set, and tropical jungle set as packages
Multiple packages come together
To complete one series like this
Unreal Engine also operates on the structure where multiple levels created by placing actors
Come together to form a complete optimized content
If we were to represent this visually, it would look something like this
Multiple components come together to form one actor
Right?
And multiple actors come together to form one level
These levels come together
To ultimately complete one final project
Installing the Unreal Engine
Please open a web browser and search for Unreal Engine
Click the first link that comes up
It will lead you to the Unreal Engine web page
On the top right corner, there is a human figure icon
Click the icon
Go ahead and sign up
After completing signing up
Sign in with the account just made
After signing in
Click the download button on the top right corner
Then find and click launcher download
Once the download is complete, double click on the downloaded file to start the program
Please follow the instructions that appear to complete the installation process
Once the installation is complete, the launcher will open
Please proceed to log in with the account you signed up with earlier
Once you have completed the login, select the Library tab from the top menu bar in the launcher
When you click on the icon next to Engine Versions
A list will appear where you can choose to install version 5.3.2
Click on the corresponding text to install a different version if you prefer
Go ahead and click the install button
Then, you will be prompted to choose the directory where you want to install this Unreal Engine version
You should click the Install button to proceed with the installation
Then it will show Installing with a progress bar indicating the installation progress
Once this process is finished, the installation will be complete
Setting up the Unreal Engine interface
First, let me explain about the Epic Games Launcher
If you select the "Store" tab here
You can browse through the content that Epic Games offers for sale
They are mostly games really
Next, the Library tab allows you to see the list of items you have downloaded
Or purchased from the store
Then, the third tab is the Unreal Engine tab
Here, the first tab, News, provides information about updates to Unreal Engine
Events hosted by Epic, and other related news
Next, the Samples tab features content created
With Unreal Engine that Epic Games has been offered as examples
The third tab, Marketplace, is
Where you can purchase resources needed when you are planning to create something
Using Unreal Engine, rather than purchasing content from the first Store tab
There are lots of free resources, too
Install the Library folder in the engine
And we can see what projects we are
Currently working on with our computer
And this Vault is used to look at the list of assets
Purchased from the marketplace
The most frequently used tab for us would be the Library tab
Now, let's go ahead and launch the Unreal Engine editor
To create a new project
You can click the Launch button in the top right corner of the Epic Games Launcher
Or alternatively, you can click the Launch button in the section where we installed Unreal Engine
Let's start the program
Alright, once it's launched, you'll see a window like this
The "Recent Projects" window displays Unreal Engine projects that you have worked on recently
Listed in the order of most recently accessed
The remaining tabs are all categories for creating new projects
Let's select the Games tab here, and then choose Basic option
You can also keep the settings on the right unchanged
And simply check the "Starter Content" box before starting
The Project Location at the bottom specifies
Where the project you are creating will be saved
You can set the folder path to whichever directory you prefer
Please make sure not to include any Korean characters in the path
Now, next to Project Name on the right
Let's name it First Project
And then click the Create button located below
When the created project opens
It will initially appear with a screen like this
Let me explain the layout of this screen
First of all, the large area you see here is called the viewport
In the top left corner, you'll notice a small blue dot
That allows you to click on it like this
Clicking on it will display the name of the window in this area
It says Viewport
You can also hide the tabs again by right clicking and selecting Hide Tab
As we discussed earlier
The viewport is where we place actors to create a level
So, the viewport is where you can see visually how the level appears with the actors placed in it
Sure, go ahead and give it a try
Click on the hexagonal
Plus shaped icon in the top left corner
Next, go to the Shapes tab and select the cube
Then you'll see a cube being created in the center, like this
You can visually see it yourself
This cube is an actor
It's an actor that has a hexagonal shape
On the right hand side, you'll see the Outliner tab
In that section, you'll see various lists displayed
The cube we just created should also be visible in the list
This is a window that displays the actors currently present
In the level in list form
You can consider that the list in the Outliner
Corresponds to the items visible in the viewport
The difference is that the viewport visually displays actors
While the Outliner displays actors as a list
And the Details panel here
There are actors selected in the Outliner
It shows what components form those actors
If you select the cube we just created
you'll see that it has a component called Static Mesh Component
And the section where the button was to add this cube is called the toolbar
It's called the toolbar
It's a place where commonly used buttons are gathered
There is a save button
There are also a button available here to add actors like the one we just added
Then there's the play button, which you'll likely use the most
When you press the play button
If you've implemented functionality to move this cube
You'd want to confirm that it actually moves
You can press the play button to start the simulation and see if the cube moves as intended
Currently, since nothing is implemented
The cube won't move
So, as the class progresses
We'll use the play button to check
Whether our implementations work correctly and if our content functions well
At the bottom, there is a Content draw menu
When selected, a window like this pops up
Which manages all assets used in Unreal Engine
You can directly manage models or image files created by art teams
As well as blueprints or C files created by programmers.
Alternatively, sound designers can upload their own sound files
And manage those files in this section
This window will slide back down when you click elsewhere, as shown above
This can become inconvenient time to time
So, I'll pin this window in place
From the window menu at the top
If you select Content Browser 1
The Content Browser window will be pinned like this
The terminology may be a little different, but it serves the same function
Content Drawer or Content Browser essentially perform the same function
If you select an item from this content list
Then right-click and choose Show in Explorer
You'll see the actual content folder located in the path where you created your project
So, if you place an image here
The image will also appear here in the same way
Now, all these menus are currently in Korean
Let's change them all into English
In the Editor Preferences under Edit
There's a menu called Region and languages on the left tab
Selecting that menu will show the Editor Language option under the Internationalization section
Please drop down the menu and select English to change the language
Then the menus in Unreal Editor will switch to English
The position of windows I've described are not fixed
If you left-click and drag on the part
Where the window's name is shown
The window will detach
And become independent like this
After that, when you click the same way
And drag it over to the other side
you can see it snap into place like a magnet
When you release the mouse like that, the windows are arranged like this
And if you drag it again to position it next to the tabs
It will be organized like this into tabs as well
So you can set up a layout that suits your convenience
But in this lesson, I'm going to set the window layout
As the default layout
Once you do that, it will come out with that initial screen
Then I'll launch Content Browser 1 in the Windows Content Browser
To proceed with the lesson in this setup
I've given a brief explanation of the layout of the Unreal Editor so far
Now I'll explain the basic controls and operations
First. let's try controlling the camera in the viewport
In the Outliner, where we initially placed
Select the Cube Actor and double click it
Then the camera in the viewport snaps to focus on this cube
Now, right click and try moving left and right.
Moving up and down is fine too
then it will make the person nod their head, like this
Or, you can sway left and right to change the viewpoint and see it differently
When you right click and move
You can change your field of view, so keep that in mind
This time, let's hold down the right mouse button and press the W key
Then the camera will move forward in the direction I'm currently looking at
While doing this, if I rotate the camera, my field of view changes
So, while doing this, the camera continues to move in the direction I'm looking at
Similarly, if you hold down the right mouse button and press S, the camera will move backward
Then, if you press the D key, the camera will move to the right
If you press the A key, the camera will move to the left
Then, while continuing to hold down the right arrow key
If you press Q, the camera will move downwards
If you press the E key, the camera will move upwards
This is how you control the camera in the viewport
Remember what happened When you double clicked the cube?
The camera in the viewport snapped to focus on the cube
This is called object focusing
When we're working, sometimes we need to see desired the actor
When you can't select it directly here
double clicking on the list in the Outliner
Moves the camera directly in front of the chosen actor like this
To get a closer look, let's add one more shape
After clicking on the hexagon shaped button in the top left corner
In Shapes, let's add a sphere this time
Now I'll double click back and forth between the two
When you double click on the cube the camera snaps to the cube
And when you double click on the sphere, the camera snaps to the sphere
You can see the camera moving like this
Instead of double clicking in the Outliner
If you select the actor you want in the Outliner
And press the F key on your keyboard, it performs the same function as double clicking
You can use whichever method is more convenient for you
Let's try using the buttons located at the top right of the viewport
After double clicking to snap to the cube
Use the right mouse button and the keyboard WASD keys
And adjust the point of view
And if you choose the Move Tool with cross image from transform tool
It's called the move tool and if you select it
The actor currently selected in the Outliner
Will display a gizmo with red, blue, and green arrows
Connected at right angles like this
As you can see, if you select the sphere, the gizmo will appear on the sphere
When you hover the mouse over the green arrow
You can see that the shape changes slightly
In that state, when you press the left mouse button
And move it left or right, it will move along that axis
Moving the mouse in the direction of the red arrow won't cause movement in that direction
The position of this cube changes
In the direction of the green arrow that I've selected
And If I grab the blue one, it will move only up and down
Then, if you grab and move it using the red arrow
You can see it moves back and forth
Like so, the Move Tool is used
To move around the actor that is currently selected
Additionally, if you select the cube
Information will be displayed in the Details
Currently, you can see there's information called Transform among the Details
Here, you have information such as Location, Rotation, and Scale
The Location tells you the numerical coordinates where the cube is positioned
Rotation shows the numerical values of its rotation
And Scale indicates the current numerical size of the cube
When you grab and move the green arrow in the viewport
You'll see the green section under Location
In the Transform menu of the Details panel change accordingly
When you grab and move using the red arrow
You'll see the red value in the corresponding section change in the details
Same goes for the blue as well
While you can use the Move Tool to adjust values
You can also click on the numerical values
In the Location section to manually edit them
So, if you set it to minus 900
You can see the position change like this
So, from here, you can see that using the Move Tool
Allows you to change the position value of this actor
You should keep in mind that the actual values change
When you make adjustments like this
Next, I'll select the Rotation Tool next to the Move Tool
Then, the gizmo shape changes accordingly
It becomes more like a curved indicator
When you left-click to select the red part and move it
You can rotate it like this
Then, if you grab and move the blue one
You can rotate it along that axis as well
Next, if you grab and move the green one, you can also rotate it like this
You can see that moving each axis changes
The corresponding rotation values in the Details panel
So, it will be good to remember that the Rotation Tool is
Used to rotate this actor
And I'll select the Scale Tool next to the Rotation Tool
Then, the gizmo shape changes again
If you grab and move the green part with a left click
You can see the size changing like this
If you grab and move the red part, the size changes
And if you grab and move the blue part, the size changes as well
You can see that the Scale values in the Transform section
Also change accordingly
Let's switch back to the Move Tool
And then I'll change the rotation values of this cube to 0, 0, 0
And then when you click the cube shaped icon
It changes to a cube, and when you click it again
It changes back to the globe icon
Let me rotate it like this
By grabbing the blue part using the rotation tool
And now, let's switch back to the Move Tool
Now, when you click on the globe icon
You can see the gizmo change
When you click it again, it changes again
So, the difference here is that
I will be indicating in the direction
Set by the Unreal Engine world
If you click the globe icon again to change it back to the hexagon shape
I'll align this gizmo according to the actor's orientation
So, when you position an actor
When we decide what icon to use to move to certain direction
And then, when we decide to move to the direction the actor is facing
You can click that certain icon
Then, you can move it easily
Next, let's look into the snap settings
The grid shape thing is currently set to 10 units
When you select the move tool and align the gizmo
According to the Unreal world and then try moving based on the red axis
You can see that the red value in the Location section
Of the Transform details changes to 10
This means that when you move the actor using the Move Tool
It changes by the amount indicated next to the grid icon
If you change it to 5 and look at green
You'll see that only the green numerical value changes when you move it
So, when you want to make fine adjustments
You can change these values to control movements precisely
What's next to this
After switching to the Rotation Tool, I'll grab and move the blue one
Then if you look at the blue value in the Transform's Rotation section
You'll see that this value also changes by 10 units
If you move it quickly, it will move faster
However, when you move it one step at a time, it moves by 10 units
So, this is the snap value related to rotation
What would be the last step?
That would be the snap value related to scale
When you switch to the Scale Tool
and adjust the values incrementally
You'll notice that they change by increments of 0.25 units
So, by carefully adjusting these values you can position actors
In your level, rotate them, and resize them as needed
Next, there's this camera-shaped icon, which is currently set to 1
Remember when we first learned about the controls
We kept our right mouse button held down in viewport
And moved around using WASD keys
It's the speed of the camera when we do that
so if you select that setting
and reduce the value of camera speed to 0.1
when you move in the viewport with the right mouse button held down
You will notice that it moves more slowly compared to before
We'll be using the Move Tool, Rotation Tool, Scale Tool
And Camera Movement frequently
So it's good to memorize these shortcuts for easier navigation
Activate mouse in the viewport
When you press W, the Move Tool activates
When you press E, the Location Tool activates
When you press R, the Scale Tool activates
And then, with the right mouse button held down
If you could scroll the mouse wheel
We can see that the camera speed value being changed
So when you move the camera speed and then scroll down
When you scroll up again, the speed increases
So since you use this frequently, it would be great if you practiced enough
To become familiar with these shortcuts and methods
Let's look into vertex snapping
First, add a cube, and then place it
In the appropriate position
Next, after selecting the cube, press Ctrl and D
A copy like will be created
So, you can use the Move tool
To precisely align it right next to it
However, there are situations where you can't snap them together
That's when vertex snapping comes into play
The method is to first hold down the Alt key and press the V key on the keyboard
Then click the mouse wheel button
Select one of these axes and click precisely
I clicked on the blue one
And when I try to move, you see those blue points on the actor
Those points are vertices that belong to this actor
So, if you try moving it upwards
You'll see it snap exactly to those blue points
The gizmo moves accordingly
Again, hold down the Alt key
Press the V key to focus on this green axis
And then click the mouse wheel button
And when you move it slightly to the left, you'll see a blue point appear on the left
So, if you move it all the way, it will snap to that point
Then you'll move it over in this direction
Hold down the Alt key, press the V key
And then click the mouse wheel button
Then, when you move it to the left like this
You can see it moving in this direction
So, I moved the gizmo from the center to the top left corner vertex
Now, I'm going to snap this vertex to the vertex of the cube on the left
This time, do not press the Alt key while holding down the V key
With the V key held down, focus again on this green one
Hold down the V key, then click the left mouse button
When you click the left mouse button to move it to the left
It snaps to this wall like this
But it didn't quite snap perfectly vertically
With the V key pressed
Select this red axis, move it slightly to the left with the left mouse button
Then select the blue gizmo and move it up a bit
And you'll see them meet perfectly
I understand it can be inconvinient to use
While watching this video again from the beginning
I think it would be helpful for you to practice
I'll summarize the content we've learned in this session
We explored the history and various applications of Unreal Engine
And learned how to install
Unreal Engine and create projects
We also learned about the structure and basic operations of Unreal Engine
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
Content development methodology Development Process Proposal Planning, Prototyping, Project Initiation, Development, Alpha, Beta, Final Product
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
Development elements Components, Fundamental elements of Unreal Engine Actor, The result of assembling components
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
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
Log in with your registered account Select the version from the Library tab Set the installation path and complete the installation
Setting up the Unreal Engine interface Viewport The window where you can visually see how the level appears
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
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
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
Viewport Camera Control Play Button Right Mouse Button W, Move Forward Right Mouse Button S, Move Backward Right Mouse Button D, Move Right
Right Mouse Button A, Move Left Right Mouse Button Q, Move Down Right Mouse Button E, Move Up
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
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