A free video tutorial from Stephen Ulibarri
Engineer, Programmer, Game Developer, Author
4.6 instructor rating • 3 courses • 20,674 students
We outline the different panels in the Unreal Engine editor.
Learn more from the full courseUnreal Engine C++ The Ultimate Game Developer Course
Learn how to develop, code and package a complete video game in Unreal Engine
34:27:14 of on-demand video • Updated March 2021
- How to program in Unreal Engine with C++.
- How to create a complete UE4 game from start to finish.
- Those with no experience in Unreal Engine will master Unreal.
- Combat, adventure game mechanics, platforms, game saving/loading and menu design.
- Those already experienced in game development will further expand their skills.
- Those who already develop in another engine such as Unity will master Unreal.
English [Auto] So we found out how to scale, rotate and translate objects throughout space, and we know how to turn on and off the snapping tool so that we can snap them in increments or we can move them around in a continuous flowing manner. Now we're going to look around at the various menus and buttons and things at our disposal in the unreal Ed.. So the first thing we're going to look at is the TAB Bar and menu bar. And these are all the way up at the top. So the TAB bar is here. And as we open more things, we can dock them up at the TAB bar in order to keep our project organized. And this menu bar is similar to your standard menu bar on any application. We have a file and edit a window and a help menu. You'll see the little cap up here that's flashing. And this, when you click on it, will bring us to tutorials. And if you use this, it'll show you the various different windows and things similar to what we're doing right now. So you can exit that. But that's another little resource for you up here. It says the name of our project and the version we're using for Unreal Engine. Now, if we look over to the left, we have the MODE'S panel and the MODE'S panel gives us quick access to a few things that are accessible throughout the engine. But here are some common ones that you might use frequently and you can just click and drag them in. And here there are various different categories and we'll get into some of these throughout the next few videos. If you look up at the toolbar, you have these different buttons that do different things for your project, like saving over here you have a play button and by clicking play, you're actually playing the game in the editor. And for this reason, it's called play in edit or PIV. So when you use the Pyi, you're actually showing what it looks like when you're playing your game. Now our project is very simple. We don't have any characters. We don't really have any input set up. But by default, you have the ability to look around and you can use WASC or the Arrow Keys to move around in the world. And this allows you to maneuver your way around with your game project playing. If you hit the escape key, you will exit the pyi. And if you look at the drop down menu, you have different methods of playing. You have standalone game which will actually launch what looks like a standalone actual file that shows you what your game will look like when you play it. If you click simulate this is simulating the game playing only you can still select objects and look at their properties. So we'll go ahead and hit stop and we'll click the dropdown and go back to selected viewport, which will give us the option to play from the point of view of someone actually in the game. So lets it escape and exit that and we'll move on to the content browser. That's this window down here. The content browser allows you to browse the various files in your project. So you have a folder here by default called Starter Content. If you click on it, you've got all of these folders filled with content that's given to us so that we can put things into our level. For example, this props folder here, if we double click that we have a whole bunch of props that we can use to start out so I can click and drag to bring the couch into the level. And of course, then I have access to the translate widget and I can use the EKI to get the rotation widget, I can use the the Archey to get the scale widget and I can actually scale this thing up if I want. And if I don't like it, I can hit the delete key to delete it from the world. So dragging assets into the level is as simple as clicking and dragging. And so we've got this nice little corner frame here. So I'm going to hit, delete and delete that. So these will be used for just creating little sample projects here and there to the left of the content browser. We have this little icon that says show or hide the sources panel. If we click on that, then we get this sort of hierarchical view of. The content browser, the content folder contains everything in your game, and because we chose to create this project with starter content, we have the starter content folder in it and we can click on these little arrows to show the various different folders in our starter content folder. We also have C++ classes and this is for when we actually start creating our own C++ classes for our game. The C++ classes will go and this folder. Now you may or may not have these InGen content and engine C++ classes showing, and if you want to see those, you can go down to the bottom right to view options. And if you go up to show engine content and check it or uncheck it, it will either show or hide those folders. Now, up to the upper right corner of the screen is the world outliner tab. The World Outliner tab shows all of the objects in the world and gives you access to them easily. If you scroll down, you'll see these chairs and floors and statue and table. These are the objects right here in front of us. These are the static mesh assets that are in the world. And I can click on the first chair and you'll see that it highlights the chair to the left. So if you create a big level and it's really hard to find any particular object, you can go to the world outliner and find it here. And it will show you in the world where that object is. If I click on floor, it selects one of these floor blocks, if I click on the other floor and selects the other floor blocks. So this way, you know which one is which statue here highlights this tiny little statue and table, of course, highlights the table. Now, if you don't know where in the world your object is, say you're off over here doing something else and you want to click on table and you want to zoom in on it, you can click on it in the world outliner and hit the dfki and it will zoom in on the object you're interested in. This can help you find something. So I like to think of the word find when I think of the Dfki and hitting the Dfki while it's selected will help you to find it. So if I want to put the chair in the center of the screen with the chair selected, I can hit the find key or F and it will center the chair. Then I can hold orld and drag to orbit the chair. And this allows me to look at the object from all angles. This is very, very useful. So that's the world outliner, and as I click on each object in the world outliner in the panel below it, which is the details panel, all of these attributes become visible for the selected object. The details panel shows you all of the details for any particular object you have selected. If I select the table, you'll see that some of these values change because the location, rotation and scale may be different and you may have various other parameters that may be different. So I have the location which I can also use in the details panel to move the object around. For example, the x axis location for this table is negative 180, but if I wanted, I can replace that with a zero and as soon as I hit enter, it will move the table and now the tables location in the X and Y directions are zero zero. Now I can put it back to negative one eighty if I like, and it'll go back. Likewise, I can rotate it by a specific amount. If I want to rotate it about the Z axis by say 90 degrees, then I can put it at a rotation of ninety. If I want it to have a rotation of zero, it'll have a rotation of zero. So the details panel includes important information that we're going to reference throughout this series for various objects in our game. So those are the main panels in the Unreal Engine editor and there are others, but we'll get to know those more as we go on throughout the course.