UE4-BP-Overview Page 1
- Part I - Getting Up and Running with Unreal
- Part II - Types in UE4
- User Input
- Part IV - Conditional If in Blueprints
- Part V - Switch Statement and Loops
Setting Up Unreal
It is easiest to manage the various versions of Unreal using the Epic Launcher. Thi allows you to install and run multiple versions of the engine. Go to https://www.epicgames.com/store/en-US/download and install the Epic Game Launcher. From here we will manage our game assets and resources.
- You will need to have an account with Epic games, but don’t worry they are free to register for. Unreal Engine 4 is freely available for students.
- Once you have installed the launcher run the program and select Unreal Engine on the side menu and Library on the top menu. Press the + button to add a new build (if needed) and select the latest version. In my case it is
4.24.1. Make sure it is of version
4.24.xif you want to ensure that you are compatible with this walk through.
- Press the Install button and get yourself a cup off tea. This could take from 15 minutes to an hour or more depending on the speed of your PC and the bandwidth of your internet connection.
- Now once it installs press the Launch button on the latest version of Unreal.
- Make sure you quit Visual Studio if it is still open. Select a new Games project then press the Next button.
- This brings up the Template screen. This allows you to select games with the key assets already implemented. We will select a Blank project then press the Next button.
- We will start with a C++ project. Leave the quality at Maximum Quality, Raytracing disabled, a target platform of Desktop / Console and we have No Starter Content. Outside of changing Blueprint to C++, all other settings should be default. Then select a folder and call the project
MyFirstProject. Press the Create Project button.
- You should get to a project screen with an Untitled map with some elements already placed for you in the World Outliner. You see an Atmospheric Fog which adds some fog to the scene (sometimes used to cut down draw calls for distant objects), a floor to move around on, a light source simulating the sun a Player Start object that decides where the player gets spawned when the level starts, a Sky Sphere that contains the sky and sun in a round ball that we are inside of, a SkyLight that imitates bounced lights so that the shadows are not as sharp and there is detail in parts of then scene that don’t have direct sun and finally a SpereReflector object that handles reflecting objects in shiny surfaces. We will just leave all of this alone, and you can hit the Play button and notice that nothing happens but you can move around the scene with the arrow buttons.
- You should also have a Visual Studio project that’s all set up for you ready to go. Currently we will not be using it, but you should have a VS window that looks like mine. Next up we will create our first map.