
Begin your Unreal Engine journey by installing the engine and creating a project. Explore the interface and viewport, add and manipulate assets, and study the content browser.
Find the unreal engine from the official site, then download and install it via the launcher, sign in, and choose an engine version from the library.
Launch Unreal Engine 4, create a new third-person blueprint project, and choose desktop, console, or mobile settings. Load previous projects, compare blueprints and C++, and preview stock content before marketplace.
Explore the marketplace in the Epic Games launcher, browse feature content, download assets, and learn to submit your own items while viewing environments, engine features, and an open world demo.
Master the UE4 interface by docking windows, using shortcuts, and navigating the content browser, project settings, and play options to create levels and manage assets.
Learn how to navigate the Unreal 4 viewport using mouse and keyboard controls; rotate, pan, and orbit with mouse buttons, adjust camera speed, toggle real-time view, and access profiling tools.
Explore adding and manipulating assets in Unreal 4 by placing props, moving along x, y, z axes, rotating, scaling, and duplicating objects with editor shortcuts.
Adjust editor preferences in Unreal 4 to customize viewport selection colors, default themes, and color vision options, then explore project settings, autosaves, region and language, and play options.
Navigate project settings, including startup maps and split-screen options, and configure default pawn classes and game mode. Prepare packaging, platform targets, input mappings, and 60 fps performance basics.
Explore the content browser to manage blueprints, assets, materials, textures, and levels. Organize folders, set colors, preview items, and migrate or copy assets between projects.
Create a new level from the file menu or maps folder, choose a default or blank world with sky, skylight, light source, floor, and atmosphere, then play to walk around.
Export assets from the content browser to desktop, then import them into Unreal as static or skeletal meshes, adjusting generated collisions, mesh groups, light maps, and materials and textures.
Explore the static mesh browser in Unreal 4, adjust collisions and wireframe views, inspect UVs and lightmaps, enable real-time stats, and manage sockets to attach objects.
Explore placement mode in Unreal 4, using the placement node and empty actor to spawn assets in blueprints, add mannequins with animations, and configure triggers and volumes.
Master using BSP geometry brushes to block out a small house, building walls, doors, windows, and a roof with cones and cylinders, including additive and subtractive operations and collision testing.
Master BSP basics by building cylinders, hollow shapes, and spiral stairs, adjusting radius, height, and steps. Convert brushes to static meshes, apply textures, configure collisions, and export for game engines.
Learn how to edit BSP geometry in Unreal, including deleting faces, extruding, flipping normals, converting to quads, and splitting edges to refine level geometry.
Explore the Unreal 4 introduction, covering paint mode for landscapes, sculpting, painting, and foliage. Review lights, post processing volumes, fog, and creating a material and a material instance.
Learn paint mode in Unreal to paint vertices and textures, adjust red channel, use layers and brush settings (radius, flow, fall off), and copy or paste textures across modular pieces.
Create landscapes in Unreal Engine 4 by building height maps, choosing quad sizes, adjusting resolution, applying materials, and importing from height map files, then sculpt and paint the landscape.
Learn to import terrains into Unreal Engine from a desktop file, adjust scale along the z-axis, and apply texture from the vehicle sample, then prepare to sculpt landscapes.
Explore sculpting landscapes in Unreal 4 using sculpt brushes, flatten, ramp, erosion, noise, and visibility tools; copy-paste terrain data and paint textures with patterns and alpha textures.
Learn to paint landscapes in Unreal 4 by painting terrain layers, adjusting exposure and density, and blending rocks, pebbles, and sand with smooth transitions and noise for realistic terrain.
Master foliage mode in unreal 4 to place and paint palms, cacti, rocks, and more, adjust density and scale, and paint selectively on landscapes or foliage.
Set up and optimize Unreal Engine lighting by choosing static, stationary, or movable lights, adjusting directional shadows, color temperature, and intensity, and previewing builds, skylights, and post-processing volumes.
Learn to use post processing volumes in Unreal 4 to adjust white balance, saturation, bloom, lens flares, exposure, motion blur, ambient occlusion, and color grading for cinematic visuals.
Explore how to configure fog in Unreal 4, adjusting density, color, distance, and scattering colors to influence the atmosphere in your scene.
Create and blend materials in Unreal 4, combining mud and grass with alpha, color, roughness, and a lerp power node. Then convert the result to a material instance for adjustments.
Create and customize material instances in Unreal 4, adjusting height, color, and textures in real time, applying clamp values and blending to landscapes, foliage, and lighting.
Explore the Unreal Engine interface, animation blueprints, sounds and sound cues with reverb, cascade particles, world and build settings, cinematics, level blueprints, and packaging your project.
Explore persona in Unreal 4 to manage skeletons, bones, sockets, meshes, materials, and an animation blueprint; preview idle, walk, and run animations, and add sounds, props, and clothing.
Explore animation blueprints in unreal 4, blend idle and run poses using state machines, adjust speed with a float variable in the event graph, and prepare for adding sounds.
Import audio assets, drag a sound into your level, and attach it to a speaker, then adjust its volume and playback, including pause behavior.
Create and tune sound cues in Unreal Engine 4 by using the cue manager, setting attenuation and playback options, and combining randomized sounds with looping and reverb.
Learn to create and customize a reverb in Unreal 4. Adjust reverb options, apply to an explosion, and hear the echo-like ambiance through level blueprints.
Create cascade particles in Unreal 4 by configuring distribution types, spawn rates, and curves, then apply UV textures and materials to craft dynamic smoke effects.
Explore world settings in Unreal 4 to control gravity, kill Z, navigation, and lighting; adjust HUD, default player control class, game state, and audio reverb to shape the level.
Learn to use Unreal Engine's build settings to produce production-quality lighting, balancing preview speed with accurate light maps, densities, and resolutions, then verify with map checks and source control submission.
Create cinematic sequences in Unreal 4 using the matinee editor, set up cameras and keyframes, refine movement with curves and fades, then link cinematics to the level blueprint.
Use matinee and level blueprints to play a cinematic at level load, look at the camera, with a fade and a 1.5 second duration, and restore player control afterward.
Package the Unreal project for Windows and platforms, adding splash screens and movies, selecting 32- or 64-bit shipping or development builds, then review blueprints, sounds, effects, cinematics from level blueprints.
Have you ever wanted to get into Unreal Engine 4 - but were unsure where to start? This Complete Introduction to Unreal Engine 4 is a course that was created with absolute beginners or those wanting to learn this powerful game engine for the first time! This 3 Volume course will go over many helpful tools to know during your time in the Unreal Engine. In volume one, we will look at downloading the Unreal Engine, then moving onto how to start a new project we will look over the entire UE4 interface. Finally we will move onto modes inside of UE4 such as the Placement and BSP mode. Volume Two will look into the paint, landscape, foliage mode. Then we will move onto lights, post-processing and fog. Finally we will wrap up Volume two with creating materials. Volume Three is about Persona and Animation Blueprints, then looking at sounds and what we can do with them. In addition, we will also cover Cascade and creating cinematics as well as packaging a project to get ready for distribution.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Since graduating university in 2012, Kyle has contributed to multiple small game projects. In addition, during his time at University he contributed as an assistant lecturer while learning and exploring his passion for 3d modelling, sculpting, texturing, and video game design.