Blueprint Overview

A Preliminary Intro to Blueprints - Page 1

For this exercise we will be just using blueprints so all we need is to run Unreal. It is easiest to manage the various versions of Unreal using the Epic Launcher. This allows you to install and run multiple versions of the engine. Go to and install the Epic Game Launcher. From here we will manage our game assets and resources.

1. Setting Up

Lets get the development environment up and running.


Setting up our Dev Environment

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.


Get Latest Version

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 install version 4.25.3. Make sure it is of version 4.25.x if you want to ensure that you are compatible with this walk through.


Launch Unreal

Now once it installs press the Launch button on the latest version of Unreal.


New Project

Make sure you quit Visual Studio or XCode if it is still open. Select a new Games project then press the Next button.


Blank Project

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.


C++ Blank Project

We will start with a Blueprint+ 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.


Set Up Scene

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 SphereReflector 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.