Introduction to Unreal Engine 5 for Absolute Beginners | Mao Mao | Skillshare
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Introduction to Unreal Engine 5 for Absolute Beginners

teacher avatar Mao Mao

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction to Unreal Engine 5.5 for Absolute Beginners

      1:19

    • 2.

      Creating our Project

      2:25

    • 3.

      Navigate with the Camera

    • 4.

      How to move objects

    • 5.

      The Details Panel

      3:57

    • 6.

      Viewport Modes

      6:10

    • 7.

      How to Play the Game

      2:34

    • 8.

      Creating a new level

      4:08

    • 9.

      The Content Browser

    • 10.

      Prototyping with the CubeGrid

      5:38

    • 11.

      Modeling the house

      6:15

    • 12.

      Static Meshes

    • 13.

      Adding Windows

      6:52

    • 14.

      Adding Materials

      7:14

    • 15.

      Types of Lights

      6:11

    • 16.

      Creating our first Blueprint

      6:32

    • 17.

      Construction script

    • 18.

      Creating a Door that opens and closes

      8:38

    • 19.

      Creating a moving platform

      8:29

    • 20.

      Creating a simple Landscape

      6:33

    • 21.

      Creating level Instances

      7:36

    • 22.

      Working with modular assets

      13:03

    • 23.

      Working with non modular assets

      8:10

    • 24.

      Using the Level Blueprint to Teleport the Player

      6:44

    • 25.

      Wrap up and project description

      1:09

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About This Class

If you want to learn how to create games using Unreal Engine 5 but you have no idea on where to start this course is for you. Specificaly designed to take you from a complete beginner who knows nothing about Unreal Engine to someone who knows how to use the most common tools to create a project.

This course is for those who are intimidated by the whole toolset that Unreal Engine has to offer and don't know where to start.

By the end of this course you will feel confident about your ability to use Unreal Engine 5 to create a personal project.

Meet Your Teacher

Teacher Profile Image

Mao Mao

Teacher

I am a professional 3D artist for video games who has worked for Ubisoft, where I contributed to titles like Skull and Bones and Immortal Fenyx Rising - Myths of the Eastern Realm. I am also an Unreal Authorized Instructor for Epic Games and owner of UNF Games, an Authorized Training Center for Epic Games where we teach people how to improve their Game Development skills.

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Level: Beginner

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Transcripts

1. Introduction to Unreal Engine 5.5 for Absolute Beginners: So if you're curious to learn a real engine ive, but you don't know where to start, then this course is for you. My name is Mao, and I've been in the industry for over 12 years. I've worked in companies like UBSOf where I work on projects like School and Bonds and Immorta Phoenix Rising, and I've been an environment artist for a long time. I've been teaching you step by step from complete beginning on how to create a project. How to create your first world, how to navigate in reel, how to model inside unreal, simple modeling operations, how to use blueprints. And by the end of this course, you will have a great understanding of the basics of unreal engine. A real engine is very, very big software. It has a lot of components, but this will get you on the right track by offering you the best tools that you will use over and over. So in this course, you will create a simple game where you need to walk and jump into movable platforms, and then you will go into a house, and the door will open for you and close automatically. So by the end of this course, I'm sure you will be very confident on tackling other unreal engine challenges that you wish to take. So with that said, let's get started. 2. Creating our Project: Alright, so you download the Unreal Engine, and the first window you see is this. This is the Epic Games launcher, and it has a bunch of things. But the important tab that you need to know is the library. The library is where your unreal engine versions will store. For example, if I want to add another version, I just click the plus bottom and I will just choose the version that I want. Obviously, we will be working with 5.5, which is the latest version. And you will see here that I have my projects down access projects which version I'm using. And also a lot of assets that I had gathered over Fab, which is a library for epic games to buy treD assets and a lot of other stuff. So in order to launch this, you'll see that it says 5.4 0.4. We don't want that. We actually want to change it to 5.5 0.1. Also you can also set current. If you set current here, for example, set current, you will see that 5.4 0.4 is here. You want to make sure you set a current, so you can just launch from here. And when you click Launch, you will basically just open up the the project editor. So let's do that. So this is the Unreal Engine project browser. You will see some other projects that you had before and which version they're using. And also, you have a bunch of presets here. You have games where you can just choose first person, third person, or any other type of game genre you want to choose or film and video games where also comes with a lot of presets, architecture as well if you want to work on architecture, automotive design, and also simulation. So we're going to actually go on games. And I will show you how to import this later. But for now, you will just click on the blank button here, where you can just create an empty project. All right. Right here on the right side, you can just check the started content. We're not going to click on this. And instead of Blueprint or C plus plus, we're going to chose Blueprint, which is the visual programming language based on notes, and we're going to change the name here, we're going to call it my first project. Then click Create, and you're good to go. 3. Navigate with the Camera: Alright, so now the fun part starts. This is a real editor. And the big window that you see here, it's the billboard. The billboard is basically the representation of how your game or project will look like when you ship it, right? So we're going to talk about this big window here later on. But for now, just keep in mind that in the right, there are the actors. The actors are all the objects that you see on the scene, such as this one, or this one when I click on them, you will see that the actors are highlighted. And the next thing obviously is the details panel. The details panel obviously give you different properties for different actors, such as the skylight we have properties to change in the lights, or the players start will just have properties regarding the actor, the actor class. So let's go and just talk about this big viewpoint because it's the most important part of the editor. How do you navigate here? Well, with a right mouse click, you can just move around like this. All right, right mouse click, you move around. And while holding the right mouse click, you can press W to go forward, to go backwards, A, to go left, D, to go right. All that by still pressing the right mouse click. Do not leave it. Also, you can press E to go up or Q to go down. Just like playing a first person game. So it's like when you combine all these buttons, you can just move around like this, just like that. So middle mouse click what it will do. Is to just fun around in two axes. In this case, it's the C axis and the Y axis, right? And the left one, you can just move around, kind of like driving a plane. Is really really cool, right? Just left mouse bottom here. Now, personally, I like to use the right mouse bottom for everything, and then use the WASD to move around and Q I need to go up and down. For me, it feels like flying a ship, and it's just very, very convenient. Alright. So one thing you will notice here and I'm going to talk about these buttons later. But for now, you will see that you have a camera speed here on the top right corner. And you can just change this, for example, put it to three, and you will see that your camera now move much faster, right? Now, you don't necessarily need to go here and change this. Let me go back to one. You can actually, while holding the right mouse click and just like that, just scroll down with your scroll wheel and you will see that I'm changing the values here. I'm scrolling down and I move much slower to have more precision, and I'm scrolling up to just go faster. You can scroll up and down to go, you know, just slower. And that's how you navigate. It's very different from other treaty applications. But also, it's very, very easy, very, very easy to use. Once you get the hang out of it, you will be able to just fly around and everything. All right? So that's it for the navigation. Let's talk about other modes here in the editor. 4. How to move objects: So let's talk about objects and actors that you can place in the world. So here you will see a green plus icon. This is the way to add an actor here to the world. Now, you have different types of actors. You have shapes. You have cinematics, you have lights, and you can also write, for example, clouds or something like that. You can just drag and drop here. So what I will do here is go to shapes and drag a cube, hold the left mouse bottom, drag it just like this and click it here. Now, you will see that something happened. First, an object is now in the world. You can also see here on the right on the outliner. You'll see here on the right, there is a cube here. And also, you have the properties here at the right. For example, I can change the location. For example, here, instead of g hundred 50, I can just move it like this, holding the left mouse bottom, and I can just move it up a little bit, and you can just rotate if you want, or you can just click here to reset to the default values, right? So what can you do with this? Well, first off, let's talk about navigation. If you want to navigate and basically rotate around your object, the first thing is you need to press a letter F. It's very convenient. Now the camera will be focused on the object. And for example, you want to take a look at this landscape here, press F, and now your camera will focus here on this landscape. And while holding Alt and left mouse click, you will be able to rotate around I can go here again, press F. I can just find my cube somewhere here. There you go. Click on the cube, press F. That's it. Now, the kismo that you see here, these arrows here are basically the move action. And these arrows, you see them because here on the top right corner, you can see the move objects. Rotate objects, scale objects, and you select objects. These hot keys areread very close to each other. Is that W E R and Q for select without doing anything. So W by default, you will be able to move the object around just like this. E, you will be able to rotate the object in different directions. R, you will be able to scale the object like bigger or smaller. You can also scale in one direction, for example, like this. Only in the X axis. All right. So let me just press F. And let's talk about the move a little bit because when I press move, you will see that something's happening here. You see this icon here, this is the world transfer coordinates. And the word transform coordinates is basically what you see here in the bottom left corner, which is the word coordinates. At Word coordinates, this is the X axis. However, what if you wanted to move this on the direction that is facing here, just like this one. Just like this because it's rotating this way. So you will need to change this. You can just press here, and you will be able to change from world space to object space. And you will see that the object space actually has different axis. Go back to world space. It's like this. Object space looks like that. So by doing that, I can just move along this axis. And I can you know, it's very, very handful. I can rotate around and I can move it along another axis, or I can just do it like that. Obviously, if you don't want to do that, you can just go to word coordinates, and then you can just move it along this axis. The next thing is snapping. The snapping by default is ten, and it is turned on because this blue icon is here. If I click on this one, you will see that not much has happened here. It is a little bit more smooth. Maybe you cannot notice in the video, but you can actually turn this on and change this snapping to, let's just say 100. You will see as soon as I change the snapping, the grid on the world will actually change from 100 500, 1,000. Or just five or ten. So let's try 100 and move it around. You will see that now I only move every 100 units. Now this is very helpful for walls and things like that where you want to snap them. Very, very useful. And by the way, if you don't see this, this grid, if you don't see any axors, you see everything like that, it could happen to you that you accidentally press the letter G. Alright, so it's here. There you go. Gain view is G. So just in case you don't see anything, press the G bottom, and you will be good to go. The same for rotation, you can just rotate without any aces and change obviously this for 15 degrees, every 15 degrees you will rotating. Let's go back to ten. And the same for scaling, you can scale without constraints, right? Notice that here on the right side, the values are changing as well. So we're going to talk at the description values here now. 5. The Details Panel: So let's talk about the details panel here. The details panel, it's a very, very useful panel where you can just check all the details for these actors. So every actor will have its unique properties, but they all share one thing. And because they are actors, they can be placed in the world, and every actor in the world have a location. Have a location, have a rotation, have a scale. So no matter which actor you click on, you will always have a location here. Now, you do have the option to change values here, and you may think, like, when am I going to use this, right? So for example, rotation is one of the useful ones. You can just click here. And you will be able to rotate the object on its original position, scale as well. Also you can scale this from like this. And, you know, be more accurate, maybe you can type the value, like two, for example. Let me go back. You can also click here to scale all axes in different index with the same value. So if I press two here, all the axes here will be updated, right? So there are a bunch of things you can do here. For example, you can do math. So for example, I can press one like plus one. And I can just do something like this, or I can just press multiply and multiply by five, and I will multiply by five, and I will have exactly this, right? So this is very handful, especially when you don't want to think, like, Oh, I wish this object was two times smaller and you have a value like I don't know, like 6.35. And it's like, Oh, I want this exactly at the health. Like, Oh, it's okay. We can just divide, divide this by two. And there you go. Now you have exactly the same one. So the next one is obviously the actor component. Every component every actor has components. You can see here that next to the cube is static mesh component, and the static mesh components obviously have a static mesh, which is a tree model, and also have a material, which is the white painting that you see here. If you go here and change this, for example, you want to change to this gray material, you can do that. And also, instead of the cube, maybe you want to use cylinder, for example, or you want to use a to something like this. You can do that. Or you can go to the default values here, which is non, in this case. Let me Control C. With Control C, you will be able to go back. You can also go to edit and undo and redo. All right. Default values here, obviously, you can come here, and this is the default material which is non all right. So there are a bunch of things you can do here. So for example, you can put this to movable, you can simulate physics here. And what happens here is like you can press play. Now you will see that your object is falling here. Now, we haven't talked about the play bottom here. We're going to touch that in the next session. But just so you know that you can change a lot of properties here on these actors, and you don't necessarily need to create a new one here. So that's it for the details panel. Let's take a look at other areas of the billboard. 6. Viewport Modes: So now let's talk about different viewpoint modes. So the default that you see here is the lead mode, and the lead mode it's basically everything. It's the final image, right? Notice that when I click here in the top left corner, you will see that I can change this to unlead. You can change this wireframe lead wireframe which is a new mode in 5.5. Can also go to detail lining and lining only without the normal details. Go go for reflections to see how your surface is reflecting, player collision, and you get the idea. It's getting a lot of different types of view modes, right? You can either go for buffer visualization and go for overview to check the buffer, like all the subsurface color, the world normals, the tangents, the shade model, have a different overview on how all these textures are being rendered. And also, you can go to Nanite check the view. There's no nanite in the scene, so we won't be able to view anything. But the important thing is that you know these hot keys out four, three, two, at five. Basically, the ones that I use the most, you know, lead wireframe also it's very handy, especially when you have a lot and you go for wireframe here, A two, you will see that everything becomes transparent. So I like this lead wireframe mode that is new for 5.5, which you can see the wireframe a little bit better, right? So most of the time, you may want to check the lead to check the colors. Or you want to check the detailed lining or the lining only, so you can check that lining without any color in the sink. Now, you don't notice much difference because our sin is already gray, but when you add a lot of color, this becomes very, very handy. Another thing here is this top right corner, you will see a bottom that you can actually change the wboard. And what happens here is that you can actually go and have different viewpoints. A lot of people may not know about this, and most of the time you will spend in the treaty viewpoard. But just in case sometimes you may want to be on the top or want to have a better overview of where things are going, a lot of people don't know this, but you can actually change this to another viewpoint, and you can actually view it like this. Right. You don't necessarily need to be on the wireframe. You can actually view from the top here and you can just work here, like make this super big, just like this. And you will see that it's actually like updating here in this viewpoard, you can watch what's happening multiple times, right? So obviously, this may or may not be something you want. Let's go back to wireframe mode, and let's go back to maximize or restore this viewpoint here. It's like click here. Like here, you can also click on another one to make it bigger, right? And you can also just move them just like this to change the size of them, depending on what you want. Most of the time, I'm not gonna lie to you, you will be using this big screen that you see here. Alright. So the next thing, obviously, it's real time. So there is not much difference here, but if you had, like, fire animation or anything on real time, basically, what it will show is the fire moving. So if you have a really slow computer and you want to save some performance, maybe you want to toggle this off. Show FPS. Basically, we'll show how much FPS you have in the scene, depending on where you look at, you will have less or more FPS, right? So and you also have a different set of stats. You can check the statistics, how's your performance is doing. We're not going to touch that in this course, but just so that you know, you do have access to those. Screen percentage is basically the resolution for this. The more percentage you have, obviously, the more quality you will have, but also the more resources you will use. So leave it at the default value for now. The game view, we talked about this earlier is G bottom. G is a very common bottom you will use. So G basically will hide everything that shouldn't be included in the game. Such as the gizmo and the highlights of this. So G will basically give you the best possible representation of how your game will look like when you export it, right? So if you don't see the Gizmo or anything, probably, you do have the G bottom enable. So make sure you click on this. Immersive mode, it's another one very useful. You can press F 11, and you will have a big screen. Very useful as well. And also there is another mode that it doesn't say here, I believe. It doesn't say it. So you can press actually F ten. And what it will do is basically create like a it will make it bigger. It will just collapse the right side of things. So you can just go here, and the outliner and the details panel will not stick there. So depending on how you like to work, you may want to use one mode or another. Now, obviously, next, you have the bookmarks who we're going to talk about it later, not really need to go into that mode yet. Show you can show landscape, for example, and hide the landscape. You can obviously use the defaults if you forget which one you put, you can hide the grid, if you don't want to see the grid or hide the fog. You know, different types of actors. You can toggle them here if you don't want to see them. That's very, very useful. And that's pretty much it. So with that set, let's move on and talk about other things. 7. How to Play the Game: One thing I want to touch on before we move into creating our new level is this bottom here, which is very important. At P. This green bottom, when you click here, you will play. In my case, I'm playing below this, let me just delete this with a delete button. Let me just play here. And what happens is that by default and real comes with a player controller, which is basically you can already play the game. You just don't have a character or anything, right? So that's the play button. You can just play the game. It looks like you are actually nothing has happened, but actually you're playing the game. That's the game mode you have. And also, if you click here, you will see that you can have new Editor window, so you can just go here in case you want a new window to test the game. You don't want this one. You also have the Simulate one. So you can go Simulate and it looks like nothing has happened. But I'm going to show you something real quick. I'm just going to go put this skip here, go to movable and put it on Simulate Physics. Let's see what happens when I play here. I start the game and I see the cube here. Now, because my players start is here, I'm always starting the game from there. What happens if I wanted to start the game from here, I can right click and play from here. And now you will see that I already start in this location. Now, simulate is different. Simulation will not allow you to play the game, but will view the game kind of like in a goat mode where you can see everything that is happening in the game without playing. So let's click on Simulate. And what will happen is that you will see everything that happens when you play the game, but you are not playing. If you want to play, you need to pause the player. Just click in here and now you can pause the player. You can select Chief F one to get a cursor out of here and you can just click here. Right to detach or attach. Press F eight if you want. If you don't remember the shortcut, is chief F one, but F eight will allow you to possess. F eight to toggle the pauses bottom like possess the player, that's pretty much it. So now that we know all this, we are ready to create our new level. 8. Creating a new level: Alright, so let's just create our new level now. We'll go to File here on the top left corner. Left click New level. And here you have a bunch of options, right? You go to choose the empty level. We're not going to choose the open world one. Not going to choose a basic. We're going to choose an empty level. So double click on this. And what you will see is this black screen that basically there's nothing here. Right. So the first thing you want to do is maybe add some sky and some light. So there are a couple of ways to do that. Like, you can go here to the green plus icon. Then you can go to visual effects, and you can go for sky atmosphere, and then you can go here for lights and go for directional light, and then you can go here and go for exponential height fog, for example, you will see that they are here at the right, and there is a better way to do this. So let me delete those with a delete key, and I can go to Window and I can go to Environment Light Mixer. And what this will do is basically it's a window that allows me to create all the lights that are required for my scene. You don't necessarily need to add all of them, but if you want your scene to look good, you want to add skylight, and you will see that you get an error here that you need vlometric cloud component. You need other actors here on the scene. So let's go for directional light, create sky atmosphere, create Volmetri cloud, and create the fog. And just like that, you will see here in this environment light mixer that you can actually change things. So for example, I can change the light color to purple and click Okay. Let me just go back to the default values. Now, you can always find them here in the outliner. But if you want to have all your lights in your scene and you want to change all of them, then you can do that. Another thing you can do with this window here is click here and you can move it here. So, for example, I can snap it here to the left and I can just go like this. And you will see that I can actually change all of these properties now here in case you want to a new window, you can do that. Now, obviously, if you don't want it, you use click X to close the tab, and there you go. Now the next thing I'm going to do is to click the plus icon here and I'm going to go to create a floor. So I'm going to go for the cube, and I'm just going to track it here. And what I'm going to do is to press R to scale. I'm just going to scale it like this. I'm just going to move it just like that so that we can have a place to play. Now, if I play from here, you will notice that I will play everywhere from the camera. Like, I play from here, and the player always starts where my camera was. And that's not something I really want. What I want is to actually have a player here. So I will go here to the plus and go for player controller. Sorry, player start. It's right here. Drag and drop. And obviously, the direction of this is very important. You can obviously, you know, point at this direction. For me, I want to point at this direction, so we will rotate it to 180 degrees. And now when I play, I will always start from here, no matter where I look from, whenever I play, I will just start from here. Now, another thing we want to touch on is the content browser. So let's take a look at in the next session. 9. The Content Browser: Okay, so let's about the content browser. You can click here on the content Brower to temporarily open the content browser here. There is a shortcut for this, which is Control Space bar. You can see it here. And whenever you are in the project, Control Space bar will open up this Window here. Now, there is another way to check this. You can go to Window. And then go to Content Browser and you have different content browsers. If I click here, you will see that I have my content browser already open up. And if I press Control Space, I will have the extra one here. For me, I tend to move this and I put it here at the top, so I can have a bigger screen. Or if you have a second screen like I do, you can just move it around and have a big content browser for yourself. I'm just going to leave it like that for now. Let me control space, and these two are exactly the same. They do have the same button, so you don't need to worry about this. What is this is basically the folder where all your files will be stored in the future. You will see that you have an engine folder. So that's something you need to keep in mind. If you don't see it, let's just go for reset filters, and you can go here to the content browser settings and just show engine content. We don't really want to use engine content here, so click that. And I believe it will just, different settings for different content browsers. So you can have different settings here. So show engine content, we don't want to do that. No, it looks very empty. You can actually create something here. So for example, I can create a material and you will have a new material here. Let me delete this. But what I want to do actually is to add some content, and I'm going to add a third person player. I'm going to add a character so I can play my game. So I'm going to add here and I'm going to go to add feature or Content Pack. And here you will see that I have the first person, the third person, the top down, AR, BR, a vehicle. So if I go I'm going to go for the third person and click Add to Project. And what this will do is to basically import all the assets inside my content folder. I have my characters, which I can see the animations. I have the skeletal mesh. I have materials. I have the skeletal mesh here, the rigs, the textures, and also I have the third person, which has the blueprint, which is the code behind the character that allows me to move and I have a game mode. We're going to talk about all these in a second. So if I play from here, you will see that nothing has happened. And the reason for that is we have an update the game mode. So let's go for Window, and we will go for, see if I can find it. World settings. There you go. So world settings automatically will be here at the right. And you will see that the game mode here is set to none, which is the default one we're using. Let's use the third person game mode. Click on here, and that's there you go. And now you will see that I can move around with this character. I can jump. I can do a lot of things. That's really cool, right. So what is a game mode? A game mode is basically the rule set that you have in your level. Each level will have different game modes. So for example, you may have a game mode where it's a death match where you need to kill your opponent several times until you reach a certain score, and then you win. Or you can have a game mode where you capture the flag. So you need to capture the flag and get the flag, return it to your base, and then you're just going to get a point from there. So the game mode is basically the rules, and the game mode already comes with a bunch of classes that it's asking. So what is the punk class? So for example, if I wanted to change the punk for this one, for none, then I would lose my ability to use the third person character. So let me just go back to BP third person character. That's what I want. Click here and there you go. So you have player controller, which is the brain behind the player, which is basically the player. You have the hat, which is the UI. That's pretty much all you need to know here. For now, now we have a small level where we can just play around. Now what we need to do is to, you know, create a little level for us. So let's do that now. 10. Prototyping with the CubeGrid: So there are different ways that you can create a level, and all of them requires you to crack some messes here. Now, with Area Engine 5.5, we do have the ability to have some level design tools for us. So what I'm going to do is to actually delete this ground. And here in the selection mode, you will see that I have different tools. I have the landscape, I have the modeling. I have a bunch of stuff here. I'm going to go for the modeling one. You will see here. By the way, if you want to know more about modeling tools, take a look at my courses, you will see a complete course on how to model inside and real. For now, we're going to keep things simple. We're going to create a box here and we're going to use the default values here and we're just going to click it just like that. Click here except and now that we have box, let's try to make a ground for our player. So what can we do here? Well, you could potentially just scale things like this, and I personally like to do that a lot, but in case you want to do something a little bit more refined, you can go for the model tab here and then go to polygroup Edit. And now what you can do is to actually select each phase and you can start modeling here. So I can just go here. And drag the faces here. There you go. And, you know, I can I can do this for quite a long time. I also what I can do is to actually create a wall here, so I can go here, go to Extrude, something like this, for example, and I can just create a little wall here. I can extrude again. Just so that the player doesn't fall, you know, can have something like this. Then I can just click Accept. Let's play the game. And looks like our player is not in the right position. So we're going to move it. And if you want to snap things to the ground, just press the end key. Now when you play, you see that your character is here and all the collisions are working for us. Now, there is another way to do that, and that is with the cube grid. So click don't click anything here, make sure nothing is selected in the outliner, and I can go for the cube grid. And what I can do actually is to paint here what I want. And I can press E to pull or Q to push, just like that. I can do the same here, for example, right here, press E to pull, just like that. And I can actually create a little hole here, Q to push. I can do the same here. Just like that. And what I can actually do is to actually just, for example, do something like this, E for push for pull, sorry. And what I can do is to actually go for the corner mode and go for this corner. Click here, click here, and then do the pull again with E, just like that. Also do that if you want, right? Or you can go for for example, you can go for this one here and go for corner mode, select all of this, and now you can just select these ones and do something like that, for example, just like that, click Done, and now we can just paint here, press E, and you can see how easy this is, right? We can just create different surfaces that the player can just play. We can just go back here, press E, just like that, and it starts to to look very good. We can have some walls here, just some walls here and there. We can also connect. Like, for example, this one, we can just connect like this if we want it. I want for whatever reason we want that. It's a very, very cool mode, and not a lot of people not a lot of people use it. But, you know, it's very handful for prototyping. So let's accept you don't need to really take care of all these things. What I want to do is actually, I don't want to use this one. I want to use this mode and I want to put it here. Just like that. I'm going to grab this, I'm going to put it on end. Now when I play, you will see that I have a little level here that I can just just play around, go up, have something here, which is great, which is great. Now that we have this, let's start to add more things to our level and show you other tools. 11. Modeling the house: So let's just say your objective is to go here and enter a house. And let's just say there is a platform here. So actually, we're going to create the platform that we can go in. So let's just say let's just add a box here. Just just put it like that. And what we can do is go to model, polygroup Edit, and we can just go for something like this. This will be our platform. All right. And then we're going to actually create another floor just like this where you actually put the ground here. So the platform will take us from here to here. For now, we're just going to jump here. But for now, we're going to go to model, and we're just going to create a ground. So just like this, go here and just create a big ground here, just like that. There you go. This looks like a decent size. So how I want to go and model the house is very simple. I'm going to go here to model, go to box, and I'm just going to put it here. Now, it's a good idea to always test with the player. So right click play from here, just to test how everything is looking. So we will just move this thing here and just go to model, polygroupE dit and make it a little bit thinner and go here. And just create this wall, just like that. Now, instead of creating another wall, I can just duplicate this by holding the Alt click and I can just move it just like that. There you go. I can also alt and click to rotate 90 degrees. So what I will do is to actually put it here in position. Like that. And because I don't want to create another one, I will just move this thing here. All right. And this ground, I will just scale this like this so that we have enough room to work with. And what I will do is to actually go here and put this one just like that. Now, I want a door here. So when I play from here, I want to actually make a door. So what I will do is to actually make a boolean here. The first thing you need to know is that when I press control space, you will go here to the generated folder and you will see your username, and here you have all your measures. So let me use Control Chief S to save everything. And, of course, we're going to save our level into my first project. That's the name of our project, and we're going to call it level Intro, something like that. All right. So when you press Control B, you can actually go to the details panel, and here you can click here, and you will see that you have this asset. So whatever you do with this asset, all the instances will be updated. So let me show you what I mean by that. If I were to just go to Polygroup Edit and just move it up just like this and accept, all the instances will be updated automatically because they are a copy of this one. And the reason is we are using this asset here. So let's Control C to go back. With that in mind, what I want to do is to actually not make a door here and not update all the walls, but I actually want to only update this one. So in order to do that, I can just go to the content browser, and I could duplicate here, right click and duplicate. But there is a better way to do that. We can go to transform, go to duplicate here, and then just with the default values, accept. Now when I make any kind of change here, go to model, polygroup edit and just move it up. You will see that this one is only updating here. So what I want to do is to actually create a box just like that. And I want to make a bullion. So I will just go here, something like that. And let me just grab the player here. So I will control space, go to third person. Actually, not a, go to characters Mankins meshes, and I will go for money. Money is going to serve us as our mesh that we can use as a reference to check the height of everything instead of just playing the game over and over. So this store looks fine to me, maybe just a little bit like this. Now what we will do is to select this one, then select the other box that we want to use, and then we're going to go to model, and we're going to go bullion. By default, A minus B is going to be the operation. We're going to subscribe this box here. And the beauty of this is that you can actually move it and you will see it on real time. Like, how is it end up looking, which is amazing. So we're going to go here and click Accept. And that's it. Now we have our house, which is great. So now that we have this, let's go ahead and maybe add a roof or something here. So let's do that next. 12. Static Meshes: Alright, so in order to add our roof, and let's delete this first. I don't really want to see them. Let's just create a very simple roof so that we can have like a box here, right? And then I can go to model polygroup Edit, and I can just do something like this, something really, really simple. I just want to have something on top so you can check what's going on. And I don't want it to be, like, super thick. Let me just grab it just like that. And and there you go. Now we have a little roof here that we can use. So obviously, all our room became really dark and when I played the game, try to get there. I don't know if I can get there with my jumping skills. Let's take a look. Just go here and yeah, we made it. Alright. So as soon as I get inside, you will see that everything it's almost pitch black. The reason it's not entirely black is because we are getting light from the door. So we really need some windows here, right? So in order to do that, before I put the windows, I actually want to add some meshes because doing this prototyping is great and everything. But actually, what I want is to put some meshes here. So what I will do is to actually go to at and then add feature or Content Pack. Then I will go to content and now have the started content here. I will just add it to the project. And you will see that I will have a bunch of assets here on my started content. Let me just go here and go for started content, and we can go for meshes. For props, and you will see that I have different props here. So what is a prop? A prop is basically a model. This is a model, obviously. But, you know, in order to model something like this, maybe you require a little bit of more thinness on your modeling skills and your precision, right? So you don't necessarily need to model everything. We're just showing you what you can do here to prototype. So what I want to do, for example, is to grab this door, right? And I will show you what's the difference, right? So let me just grab this door. You can see that actually my door is actually very, very small compared to this one. I can just go ahead and make it like this. All right. And actually, what I can do is to go to modeling, go here, model, poly group Edit, and I can actually move this. So if I want it, let me see if this door is actually a good size like this. So let me just play from here. Yeah, it's a little bit big, right? So let's just make it the right size. Let's try it. Alright. So you notice that our hole here, it's very, very big. So what I want to do is to actually just go for something like this. We can actually make it just like that. You will see that UVs are actually changing, which is okay, to be honest, it's not a big deal, and we can go here and actually move this back. Or actually instead of this one, we're actually going to move this one a little bit. Just a tiny bit like that. Yeah, there you go. Just like that. It looks like a fairly decent and we can just put the door here. If you want to be more precise, we can just put it just like that without this. There you go. Now you have a door and look at that. The pivot point is just right where it should be. We can just actually move it just like this. And scale this a little bit so that it's matching or mesh, like that. And then we can open it up just like that. And there you go. So this is static mesh, and I will show you what I mean. If I double click on this, you will see that I have here, it's another viewpoint. This is the static mesh editor. And what you have here is your ability to enable nanite which you always should do. But let's not touch that yet. It has two materials. One is for the door and another one is for the glass. So this one has two materials. You can highlight this, isolate or isolate each material. So you can have several materials for one mesh. It doesn't necessarily mean that you have to, but you could add different materials, like, for example, glass, grass, brick, wood, things like that. You can have different areas of your model with different materials. And then, of course, you have the LODs and the collision. The collision is very important. So if you want to show the collision, you can just go to show showed a simple collision, and it looks like we don't have any collision here. Let's take a look at ALC let's see if we can actually go from here. Yeah, we don't have any collision. So what we can do now is to actually go here. And there are a couple of ways. We can actually go here for collision, and you can go for auto Convex collision. And you will see that you have this window here. You can just hit apply, and it will just try to match the best it can, right? And this is great if you want, the little details like this, but there are other ways. So for example, we can go collision, remove collision. We can actually go ahead and go to box. And this will be a bounding box. You can actually move this around if you don't want or you can scale it, whatever. But for now, the default values looks just fine. So now, when I save this and I start playing from here, you will see that I cannot enter the house because there is collision. However, if I open the door like this, we can just start playing from here. And we can enter the room, which is great. So those are static measures. We can actually move this guy here so that you don't you have, something like, Hey, let's put this mesh here so that you don't go there. And we can, you know, just put a window frame and try to put some windows later on. Let me just delete this. But for now, for this lesson, it's important that you know about static meshes, what they are and because you will use them quite a lot in every project you make. Static measures is one of the most important actor you will use to decorate your environment. 13. Adding Windows: Alright, so time to add some windows here. And we're going to actually use the windows that we have here as a base. So if we go here, actually, I can add a frame for this door first. We don't have a frame. So let's go for the door frame. And let's go for this one. Actually, now that I see it, our Our door is really not looking very well without a frame. So let's go ahead and just go here, go to Polygroup Edit, and let's just move this just like that. And we can actually use these ones here. Just like that. There you go and do the same here. Awesome. And now we can actually do the same here. And we can remove the snapping for now just so that we can have, yeah, something like that, something like that. All right. So now that we have this, we can just go ahead and move this. And actually, I'm going to scale this just a little bit, just like that. All right. That's much better in my opinion. So we can actually move this like this. Let's see if it's the same here. Actually, we did have a little hole here, apparently. Not so sure about that. Yeah, it's a small hole. So we're going to go here to Poly group, and we're just going to move it just like this. It's a tiny bit. Yeah, there you go. Beautiful. All right. So now that you have this, we're going to add some windows. So let's go ahead and add some windows here. And we're going to add them on these sides. Just because I want to actually update everything. So if I update this here, first, you will see that my window is not really like covering the whole space. There you go. Now, it is. So what I want to do actually is to make a hole here. And in order to make a hole, let me just scale this just like that. Alright, so that we can have an overview of what's going on. And we're going to go here to create a box. All right. And we're going to go just like this here, and we're just going to try to fit in where our window will go, like, just like that. There you go. Looks like we're good to go. All right. So let's go back for this one, and let's put the scale back to one. Let's put everything back to default values and just move it like this. All right, wonderful. And now what we can do is to actually use this to make all the holes. So let's try with one hole first, and I will control C after this. I just want to see how it looks like. So look at that. Now, it looks like our window needs a little bit more space here, so we're going to actually make it just like this. Much better. Okay? So let's click here on the wall, click here, and then go to Bullion. Okay. We can always put the window back to, you know, a decent state. Let's move this here like that. A little bit of an annoying process, I believe, but we want to be very specific here. And now what I can do is to actually control Alt and click to have multiple windows. Let's just put three for now. I think that's a good number. So we will actually go ahead and combine these two, this three. We're going to go here and we're going to go to transform and then go to Merge. Click Except and you will have your three boxes here. Now we will click on the wall, click on this one, and then we're going to go for Bullion. And look at that. Now we have windows here. And the beauty of this is because this is an instance everything will have a window. Which is not because my Boolean actually created a new object. So let's go here, and it's good that this happens, so it doesn't happen to you. Go to Bollm and instead of creating a new object here, I want to write to the first input object. This will mean that I will actually update all the instances here, and I will not create a new object based on this Bollian. So I can just click Accept and now you will see that you have your windows here. Now I can be a little bit picky and, you know, just go ahead and do something like this. I can do the same here. A little bit of a thick window, right? Just go for something like this. And actually, I will delete this one, and I will just go ahead and just move it just like that. Yeah, there you go. And now we can just put it in position here, just like that, and then put it in position once again, just like that. Beautiful. And now we can do the same here. We can actually just update those. But there is a better way to do that. And I'm going to show you what our level instances are for because now that you can see, it's repeating itself over and over, and I feel like it's a good chance to show you how you can, you know, make better use of your time. Alright? So let's do that now. 14. Adding Materials: Alright, so now that we have this, it may be a good idea for us to start adding some materials here, and it's very easy. So what is a material? If you go to your Saric content and go to materials, let's go ahead and open this brick clay new. You will see that's a bunch of instructions that is using. So, for example, adding variation to the texture and then adding it into the base color. And this may seem a little bit overcomplicated to you if you never worked with Tre before. So I'm just going to simplify things a little bit for you. Every material has a color, which is basically the color that you see here or the color that you see on the unlit mode, right? It has a roughness to see how shiny it can be, how rough it can be. It has a normal map where you can have all the details where the light comes from. And it can have an ambient occlusion where you can just fake the shadows on your model without actually adding geometry. So pretty much base color roughness and normal maps will be the three things that you will be working on. Anything else is an extra, and obviously, it will add a lot into the look of your material. That for now, what it is is a combination of these different things that makes it look like a brick. A certain value of roughness, a certain color, and a certain normal pattern. So let's just close this, let's see which one can actually work here. So let me just crack it here to this one. So in order to add it to this one, actually, it's going to be a little bit harder because we create instance static mesh. So what we can do actually here is to just crack it here. And what you will see here is that our brick is really, really big. It's really, really big. So let me just go ahead and save this because actually what will happen is everything will be updated. So preparing shaders, and let's see how it looks like. There you go. So obviously, everything is, like, super, super big, right? And we're not even talking about this one. This one is going to look even worse, right? So, it's going to be very simple to use. We're going to use the modeling tools to change the UVs. So we're going to go to modeling. And we're going to go to UVs, and there is a bunch of options you can use here. But for simple measures like this, I like to use the project UVs. The project UVs basically will project the UVs from one direction like a plane, or you can go here and select a box. And a box will basically be surrounding everything. It's kind of like a projection for all the angles. So in order to see if this works, we're going to go here to the material mode and click on Checkerbard. And what we're looking for is to actually have square values here. So, for example, like this one, we're going to play with the dimensions, like the C axis value. We're actually going to make it look like this, more square, just like that, right. And this one we're actually going to make it look like that. We're going to have to compose pretty much like everything here, right? So let's take a look at this. Now how it looks like. It looks great. In terms of the stretching and everything. I think it looks great. However, the break is too big. So what we can do is to actually change the scale of our UVs, like maybe five by five, right? Maybe maybe six by six is a good number. Maybe six by six. And we can actually move the translation. I put it somewhere like this. Look at this. This is perfect, actually. It's actually working very well for us. And now that we have this, we can actually go ahead and accept, and that's it. Now we can do the same here. So we can actually go ahead and edit the blueprint, and we can go to modeling. And go to UVs, project UVs, and you will see that we're having a very similar thing except for the projection. It's not really that great. So we're going to go back to one and go to the checkerboard to check how things are going. So obviously, the CX is value, we're going to make it look nice and square gal. And then the X dimensions, we're going to make it look like this. Don't really see it here because there you go, something like that. And it doesn't really matter because we're covering everything with the material. But for now, let's take a look at this. This looks great. Let's try 656. Okay, now we can play a little bit with translation. So we can just go ahead and do something like this, for example. It doesn't matter if they don't align because we're actually going to put something here on the corner. So let's just click Accept and save save the incense. And now you can actually if this happens to you, where it just disappears, for some reason, just go to new level and then open the resin level here. And there you go. It's just a bag. It's just a bag. It happens. Look at that. Now we have material for our wall. We can do the same here. Maybe we can go for metal, maybe or maybe some wood planks. So wood planks will be nice. Maybe some wood planks? Yeah, actually, some wood planks will be very, very nice. Maybe the oak Yeah, something like that. And we can do the same here. We can just go to modeling, go to UVs, project UVs. And let's take a look at the checkerboard. Everything looks nice. And let's try to make everything look square here, let's take a look. And we're going to go for 55 maybe. That's all we need. That's all we need. There we go. Now we have a small roof, we can actually scale this a little bit, just like this. Doesn't need to be perfect, you know. We just want to have something to work with and put the support beings there. All right. So now that we have this, let me just I think it's fine like this. Now that we have this, let's go ahead and add more stuff. 15. Types of Lights: All right, so let's talk about lights. Lights is a very important topic in real engine because no matter which project you're working on, you always need to put some lights out there. And this is a perfect place where we can actually put those in practice. So what kind of lights you have? So you have the directional light, which is the one we have for this is the sunlight. And the sunlight is actually this one. And we can actually rotate this with E, nothing will happen if we move it, to be honest. But if we rotate this around, you will see that we're actually getting a different lighting setup, right? So if I go like this, obviously, the lining will come from here. So, you know, a shortcut for this is Control L. Control L will actually allow you to rotate your light freely in different directions. So that's actually how I like to do it. You can obviously use the rotation here on the details panel or, you know, whatever. But in our case, we don't really want to touch that directional lining. There are a bunch of stuff that are shared across different types of light, such as the intensity, for example, I can put like 50 and it will be everything brighter. I can put zero and it will be totally pitch black. So I will put something like tree just so that we don't have a super intensive flight going on for us. Obviously you can change the color. You can change temperature, and this type of properties are most likely share across different types of lights. So the next light I want to share with you is the point light. So the point light it's exactly what it names in place. It's basically a light that basically has a radius, like an inner radius, where it has the brightest spot, and then it will go out until it fades out unless you say this is like zero, you know. And this is like ten intensity, and it will fade little by little. Now, the thing about lights is that the way lighting works is that if I put a light here, basically, it will rotate around. It will bounce back. So and bounces for the for this one are just going to be in all directions here. They are going to be everywhere because, you know, it's a point light. They pretty much go everywhere. Now, if you want the light to point in a specific direction, that is the spotlight. The spotlight, it's pretty much a cone here and pretty much the same. You got the intensity here at the highest value when it hits, and then it fades out when on the outer cone. So you will see here that have an inner cone such as this one and an outer cone, it will just fade away. And I can even make the outer cone the same value here, so you can have a really sharp value if that's what you want. But it's just put the default values here, right? So that's a directional light. If you want to say, for example, the light comes from the outside, you can actually go do something like this, like comes from this window, for example, just like that. And then you will have your light here, it's coming from here. And what you can do, actually, it go to Advance and use inverse fall off. And what will happen is that you have a different way to show this lighting and you can just increase intensity and have something like this. Very, very cool. So that is the spotlight. Now we have the rectangle light, and this is a very specific one. Usually, we put those on like, for example, on Windows, things like this, where we can, you know, just change the source width and height just like this. So we have like a lining coming from here, right? So let's put like 80 and let's put like 60 here or 80, something like that. Something like that to show you the light can come from this way. You can see what's going on here. It's like a totally rectangle light, just as the name implies, right? So the next one, obviously, it's the skylight. The skylight, we already have it here. This is the basically I will show you what it does. I will put the intensity to zero. And what you will see is that everything looks really sharp, and what the skylight does is basically add a tint to your shadows, so there is not pitch black, you know? So the skylight what it will do, if you put real time capture here, it will capture the colors of the sky, just like this one. And it will try to add some tint into your shadows and all your scene. So for example, if you want to change the color of this like red, you will see that you have a tint of reddish color, like, kind of like when you are in a sunset or something like that, and you can change the intensity of color like 50 and make it like super intense so that everything has a value here for that skylight. So basically, it is the color of the sky reflected on the surface, right? So that's it for the lights. With that being said, let's add some lights here into the room, so you know how to use them, and we will have the introduction to blueprint. 16. Creating our first Blueprint: Alright, so in order to put a light here, what we need to do is to actually let's just I will show you a shortcut. You can either go to light and drag it just like we did before, or you can press L and click and it will add a light wherever you have your light. Now, this light is great because it will illuminate our room, which is very, very dark. However, we need a source for that light. And luckily for us in the started content, we already have some props here. So I'm going to go for that lamp ceiling that I have here, and I will just put it just right here, just like that. And what I can do is to actually move this just like that. And you don't try to play with the attenuation radius. First, let's try to change the tint, a little bit yellowish, and then we can try to play with the attenuation radius, just like that. And let's put it here, just right in position, just like that, and let's put something like 50 or maybe 150, something like that. Right. So that looks really nice, to be honest. Now, the thing about these lights is that you know, we will need to group them and put them like here so that, you know, it still looks like, nice. And that's a lot of work. And kind of like we did with this wall, where we create a level incense blueprint. We will actually create a blueprint for this. So let's open the content drawer with control space, and then we will go to MF project. And here I will create a new folder called Blueprints. And inside of here, I will just create right click and create a blueprint class. A Blueprint class basically will allow you to create any kind of actor and you will decide which class you want to you want to get. So, for example, a pun, is a character that not necessarily has a skeletal mes there that can be possessed. A character is obviously a player, player controller is like one who controls the player. The game mode we talk about, it's a lot of stuff here. But the most common actor that you will create is basically the actor, which is the most has the highest hierarchy in terms of the object class inside real. So this one we will call it BP underscore a Roof light, something like that. So let's click on this to see what's around. So what you see here, you can navigate the same as you do in the content in the viewpoard. So you can add a left click to move around, and you can add all the actors that you want here. What we're looking for is static static mesh. And we will go here. And notice that there's nothing here. I can easily go here. I can actually press Control space here, go to Props, click here, and I can just click here. Now, what you can actually do, let me delete this is actually click on this one. And because you selected this on the content browser, you can press a static mesh and you will see that it's already pre defining the static mesh that it will go as default because you already have it selected. All right, now that we have this, let's add a point light. A point light will be right here, point light. Let's just add it, and let's just move it into position. Let's just move it just right here. Instead of trying to copy manually all the values, I'm just going to go here and maybe I can copy the color. Right click and paste. So I already paste the color. I can also copy the radius. I can just paste it here, right. So this will be working exactly the same. And also, this intensity, we can change, right. So with that set, instead of using this one, we're actually going to delete this, and we're going to use the blueprint that we created. So let's go to blueprints and go here to the roof light. And now that we have this, you will see that it's actually working really well. And I have the pivot point here at the top, so I can just move the roof light here. Just like that. And I can put it everywhere in this room. I can alt and click. I can delete these ones if I don't want, and I can just alt and click. And then another one Alt and Leftmose click to duplicate. Now, if I feel like everything is too, you know, too bright for my taste, what I can do is to actually change the main blueprint here, so I can just go here, go to my point light and change the intensity to maybe divide this by two. Maybe maybe that's a little bit better. Maybe put something like 2000. There you go. A little bit better, in my opinion. So with that, everything will change at the same time. You don't need to update each one of them individually, and that's the beauty of blueprint. You can actually put any kind of component here and just change the way this works and you can add logic into it if you want, and every actor in the scene will be updated. So with that said, let's continue. 17. Construction script: So let's add a little bit of functionality to these lights. What if I wanted to change the intensity of this light but not changing the intensity of this one without updating all of them? So what I can do actually is actually go here, click on the component, click on the point light, and just change this to zero, for example, this will update the light. But to be honest, there is a better way to do that, and that is by using blueprints. So we have the construction script here. So the construction script basically is logic that will go for your blueprint before you hit play. Before you construct the blueprint, you will initialize all the values here. So what we can actually do is to actually go here and drag this point light, and we can actually get the properties from here. So which properties you want to get? Maybe you want to get the intensity. So let's go ahead and we're going to go for set intensity. Just like that. We don't need this, obviously. And now, what this did was create a function that asks you how much intensity you want in your lights, and by default is zero. Now, this is not a variable. If I connect this here, what you will see is that well, we're setting the intensity for zero, and there is no way for us to change it here, right? So what we need to do is to create a variable. And a variable is basically data that has our blueprint and we can manipulate this. So what you can do here in this graph is to drag here with the left mouse click and then go to promote to variable. And what we will call is light intensity. That's how it will be called. Now, if we go here, everything is pitch dark, and the reason for that is in the right side, you will see the default value, it's zero. We actually want it to be, for example, 2000. All right? So when we compile, now everything will be 2000. I still cannot change the light here. When I click on the blueprint, you will see that I have a bunch of properties here. Unless I access this point directly, I cannot really change the light. So it's very easy. Here on this variable, you see the e here. It's like I close. We can actually click here. And when you see the eye open, it means this is a public variable. By default, they will be private because you don't want to access all the variables in the editor. You want a lot of variables to be access inside the logic of your blueprint, but in this case, I want access to this. So what I will do is compile and now you will see that I have light intensity. And what I can do is to actually change this, for example, to zero, and it will update this area of the light. But it's not changing the rest. Every one of them has its own value. For example, I can go for 1,000 here. And actually, I can go for 1,000 for this one as well, and that will work really nice for me. So that's a power of blueprints. You can actually just keep adding those, and all of them will have the same value. For example, this one can have 50 or if you don't like it, you just delete it. And it's just really, really nice. So with that, let's move on. Probably work on this door. This door may actually teach us quite a few things. 18. Creating a Door that opens and closes: Alright, so to make this door open and close, we're going to need a blueprint for this. So let's right click at a blueprint class, and we're going to choose an actor, it's going to be BP door. All right. So we're going to learn some new concepts here. So let's click on this. And obviously, what does our blueprint need? It needs a door, right? So let's go to static mesh. Right? And then we're going to put the door here. I believe there is already you can find here SEM door. There you go. This is the door. So now that we have this, we're actually going to delete this one and put our blueprint here so we can actually see how it looks like. So we're going to go from here. All right. And we're going to put it in position here, just like that, and we're actually going to make it a little bit bigger, just like this. And now what we need to do is to actually know how much rotation we need for this, right? So we're going to move this thing here, obviously, and we're gonna probably 100 130 degrees would be a good number, 130 degrees. Okay. So we need a way for us to open the door. So this is where trigger volumes help a lot. If you click AD, you scroll down, you will be able to see a box collision. So the box collision basically will tell us whenever we get close to this box collision, we are going to trigger something. So let's actually make it really big and actually move it just like that. There you go. And actually, we're going to make it just so that we have enough space to enter the door and close it. So this looks like a decent decent space. So we're going to do that. All right. So by default, obviously, nothing will happen. Right. So what I need is to open the door. And in order to do that, we're going to use the box, which is a box collision. And what we're going to do is to scroll down here to the properties. This area is the properties for this actor. So we're going to go here to events. An event is something that's pretty much like how you get a notification on your YouTube channel. Like when something happens, you will just send you the notification. So these are a lot of events that already come with a box with a trigger box. So on begin overlap, we're going to start this. And what we need to do is to actually create a timeline because what we need is to actually go for the static mesh. Okay, and then go here and then set relative rotation. So track this type set relative rotation because you don't want the world location. You want the relative rotation, right? And what we want is to actually put here 130. Okay? So let me show you what happens here. When I go here, I start and the door opens. Okay, so what happened? Now, if I go here again, it's like it will, you know, just hop in the relative location. Like we just don't have a way to tell it to go back, right? So what we actually have, if this box, we can actually go here and end overlap, and we can actually copy this. And put this to zero. Just put zero here. Remember is a relative rotation. Put it on zero and see what happens. Here, I go up like this. I get an arrow because I'm getting an infinite loop here, but don't worry about it. So obviously, we don't want it to open and close just like that. So what I need to do actually is create a timeline, and I will right click Timeline. Timelines are really important. You're going to use them a lot in blueprints. So we're going to go here and go play from the start. And double click on this and you will see that you have another window. And what I need to do is to click on Track, add Float Track, and let me add something like a length of I don't know, maybe one. One should be enough, right? And I will add two points, one at the beginning, and one at the end. So this one, when it's the second zero, I'm going to have a value of zero. And this one, when the time is one, I'm going to have a value of one. So now this rotation is kind of like this animation is kind of like really static, so I can right click those points and go to Auto and I will have a smooth transition. Now I need to go to my event graph, and this track is the value that we are getting from the timeline. And what we need to do is to actually go here and type a larp. LRP is basically a linear interpolate. So what it does is basically you have these two values 0-1, and you have the A and B, right? And it will interpolate from these values. Like for example, this is A and this is B, and it will try to go from A to B. When you go for one, B will be this value and A, you know, will be zero. Like it's kind of like interpolating between those two values based on this value that is 0-1. So in our case, it's going to be 130, right? So we're going to interpolate 0-130. And how do we connect this? Because we cannot really connect this. This green line means that we're actually using a float truck. And this one is using a rotator, which is a vector that has three values. So what we can actually do is right click and split extract pin. And what will happen is that actually now we can rotate on the C axis individually using this value, right? So let's set the relative location on update, and this one we don't really need it because what we can do is to play on reverse here. And what it will do is to do the opposite. It's going to give me a different value. So let's go here and let's try it again. Let's go from here and look at that. It opens. If I go, it closes. It opens, and it closes. Open and close. Open and close. And there you go. Now we have a door that opens and closes. And the beautiful thing is that it's a blueprint. So we can actually move this somewhere else, and it will have exactly the same functionality. So now that you have learned about timelines and the larp node and actually trigger boxes, you're on your way to learning a little bit more about blueprints. And you can see how little by little all these components can interact together. And we're creating like a little interactive experience. 19. Creating a moving platform: Alright, so now that we have this, we actually going to create a platform here so that we can just go from here. We play the game, and we go just like this, and then we need a platform to go to that house. That's where we need to that's where we need to go. So we're going to create a new blueprint. Go to Actor BP platform, just like that, save it. And let's go ahead and put a static mesh here. Static mesh. Click on this one, and I'm going to look for SM platform. There you go. SM platform already come with the architecture assets that came with the content started pack. So what we can do is to actually put it here. And what you will notice is that actually our plug from here, we want it to move. So now, if we just play, we don't really have the ability to we don't even have a collision here. So let's fix that. So let's go for this mesh, and let's actually apply a collision. There you go. Obviously, we need a collision for this. Let's go for this. And now we can walk on it. We just need a platform to move. So what we can do is to add a component that is called interp to movement. And what it will do is to automatically add the behavior that you can move. So what we will do is to actually play with these control points. So let's go here. Instead of one shot, we're actually going to go here for Ping Pong, which basically means when it goes to the end, it will just go back. So let's add a control point. At the beginning, it will be zero and position will be relative. And the endpoint will be, for example, let's just go into the Y axis and Y axis will be I don't know, 300. And let's see what happens. We play from here, it will go 300 centimeters, and then it will be going back. Let's try to go moving, and there you go. So now, putting the value here is a little bit inconvenient. So we need to use these control points when we have the construct value, just like we did with these slides when we can change the value here, we actually want a way for us to move this platform on the editor so we know where it can go. So what I will do is to actually remove this, and go to the construction script and drag this. And let's look for control points, there we go. At Control Point position, the position is relative, and it will be on zero, zero, zero. That's great. We're going to do the same here. At control point position. But this time, actually this position, it's going to be a variable. We're going to go here promote to variable, and this will be called position, right. So what we can do here, is to make it public, just like we did before. And now we can change the position to let's say 500, 600. Let's try it out. Now it goes 600 on the C axis and goes up and down, which is great. So instead of this, actually, I want this position to be in the show tree D widget, instance editable and show treaty widget. So what will happen here that I actually do have a widget. So let's go here, show TD widget, instance editable, you go. And let's see where is our actually, there you go. It's because the values here were 600. So let's put the position here, so let's move this here. And if you click this position, you can actually put it just pretty much like here. Okay? So let's see what happens. When we play from here. Now, it's a little bit fast, so we need to control the speed. So what we will is to actually go here. And if you don't know which variable to work, just go for the duration here and you can type duration. We can type set direction. And just like this, we can just go ahead and put it just like this. And the duration is going to be a variable. Okay? So the variable will be duration. And obviously, what I want to do is to actually make it public. So go here, press the I bottom, and we're going to I'm going to put something like five for now. But notice that now I have these values here that I can change. I can just change this position on the fly and also change the duration. So the longer the duration, you know, the slower it will be maybe five what's underestimating my ability a little bit, right? Let's go for three. And now we can just have a platform here that actually we can just go ahead and jump here. And we can do this so that let's move this here. And let's put the platform. Okay. So let's just say you have one here, and let's duplicate this and let's reset the position of this, and we're actually going to go here on the C axis. We're going to start here for 300, right? Just like that. And then we're going to jump from there. So let's see how it goes. Okay. So we start from here. Okay. And what we can actually do is to play a little bit with the speed. So, for example, this one, the speed will be two. So eventually we will be able to catch it up. Actually, this one will be 2.5, and this will be two. So let's try it out. So you can see how we can play with this until we get, you know, something fun for us. Oh, my God, I thought I was going to get there. But you get the idea, right? We can create these platforms so that we can go there. And the beautiful thing about these components is that actually you can put them anywhere. I can just go here to this chair and I can go here. And just add a component. So go click here and add Inter to movement, and we can put something like, change the control points and everything. We don't necessarily need to create a blueprint for that. We can add components in everything that we actually want in our in our scene, we don't necessarily need to use a blueprint. Everything here that you see here is a blueprint and you can add components. So with that, we actually learn three different blueprints. The door that opens that uses the timeline, the light that uses some simple variables to control the light, very, very useful, even if you want to do some architectural stuff, and then the interpreted movement that you can use here. So with that set, let's move on and work on our level a little 20. Creating a simple Landscape: Alright, so now that we have this, how about let's add a landscape? Because landscapes are a really important part of the development process of every kind of project that you have. So let's just add a landscape here. And we'll just go for this one, to be honest. I can actually lower it down a little bit, just so that the landscape starts in a lower position. But the things that you need to learn here is basically the section size basically is how big your landscape is and the number of components and how many components it has two by two sections in each component or just one section for each component. So basically, obviously, the more sections you have, and the more quads you have, the heavier and more memory you will use. So we're going to just use the 63 by 63 just to keep it really small, and let's hit Create. Okay, now that we have this, let's talk about the sculpting tools. So sculpting tools are actually really useful. You can actually just sculpt here, for example, like, I can just go here. By the way, if you don't see anything, it's because the shaders are loading. So you have the sculpt mode, the raise mode, the smooth mode, the flattened mode. The ramp one, erosion, and to be honest, that's all you need to know. That's all there is. Alright. So the scald mode, you can change the brush size here. And by the way, if you want, like, a really big brush size, let's say if you're working in a really big environment, you can put any value here, like 32,000 and you will be able to use it. So don't be constrained by the limits that you see here. You can change the strength, obviously. So we can create like a little here, hill here, just like that. There you go. L so that we can have something here. And what I can do actually is to create a flatten. Sculpt and flattening are my favorite tools here. I can just flatten this out and just go all the way here. Just all the way. And now that I think about it, I really don't need this. So let's just delete this and let's just flatten this out and just go all the way here and put the strength to one so that we don't really have any trouble with this, so just strength to one all the way here. There you go. Beautiful. So that's our house. We're going to work with the position later. Don't worry. But for now, what I need you to see, for example, you want to sculpt here. You can also use chief to sculpt negatively. Okay? You can also use the smooth one. To smooth things out, just to have not so much of a harsher transition right, something like that. And obviously, your Elo disk will be working depending on how far is the camera. So a ramp, for example, we work from here to here, and we can change the size and we can press Enter and you will have a ramp. So for example, if you want something like from here to here, just put the ramp again from here to here and put the ramp. You will be able to put a ramp here, which is great. Alright. So one thing I want to do, actually, press Shift one to go out of the landscape mode. I can actually go here to rotate like 90 degrees. Just so that I can have like my level here. There you go. Like, my levels start from here. And like I don't know, this is my landscape, so I will just go ahead and sculpt something here, just like that. And maybe if we lose, like, we're gonna we're gonna be having some trouble here, but in any case, let's just put like a little manta here that we can use. Nothing fancy, really. Just so that you can play with the tool. It's like, really, really useful. Okay. Another thing you can do is do the erosion. I personally don't like to detail my landscapes that much because anyway, you're going to put some meshes, but you can put like threshold like 28 and start, like, put the tool strain, like 0.1, and just start playing with this just like this. Maybe like 50 you can see what's going on. We're having these beautiful natural erosion patterns on our on our mesh, right? Which is great. You can put something like 15 and it will be super, super intense, just like this. Maybe that's too much. Let's go back to 30. And, you know, it is really useful. It is really useful. So you can play with these tools. There's nothing like you can copy, for example, like, you can use the schismo to just copy here. Let's just select all this and copy data to Gizmo, just like that, and just move it and you can rotate it if you want and press Control B, just like you paste anything in real life. Well, not in real life. Windows, Control V to paste it, and that's it. He, look at that. Now we have copy and paste this island here. Now what we need to do is to work on this, and it will be a lot of work to actually move this around and to actually just, you know, try to position everything. We don't want to do a lot of manual work. So let's work on that next. 21. Creating level Instances: So in order to work with this in a very easy way, we need a way to group this, and the best way is to use level instances. So what we're going to do is to actually select everything here, just like that, select all the meshes and blueprints that we have here, just like that. All right. Let's move it to see what's happening. We need to actually select the frame and select the blueprint for the door. We just need to select the roof. There you go. Now that we have this, we need to create a blueprint for this. We can go ahead and right click Level and create level instance. Or we can just put it the minimum C axis. No problem. And we can put it just here. We can just put it like house 01, just like that. Hey, look what will happen now. We can actually go ahead and just move it down, just like that. But not only that, we can actually just go ahead and move this copy and paste with pressing out and just put it here. And what will happen is that if I play from here, everything will work just nice. Let's deal with this collision on this door. If you are having an issue like that, so let's press Control E to open this, then press Control E to open again. Sorry for that. And let's go for this door. And this door, we're actually going to remove the collision. We don't really want it. Okay, so that's it. So cancel. And now we can just go ahead and play from here. You can just go here. And now, actually, our house is a little bit down, so let's move it up a little bit. Otherwise, we won't be able to get inside. There you go. And we have our lights. We have all our blueprint here, and it's just working wonderfully. So one of the cool things about this is that you can actually control E to open, and you can actually, for example, go to maybe model here. And let's go to model, go to Polygroup Edit, go here. We can go to Inset, something like that. Then go to extrude. You can extrude things out. Just like that, we can have a little house and we can actually create a little roof like this. Like we can extrude again. And we can do extrusion again until we have, maybe maybe not this one. We're just going to make it just like that. Alright. The other thing you can do is to actually go here to the UVs, project UVs, take a look at the box and take a look at the checkerboard, let's go ahead and make sure we cover pretty much everything here. Everything should be very, very nice. Density. Go check the original, and we can change the scale to five, for example, or maybe yeah, five should be should be good enough. So the good thing about this is that you are editing the mesh. So obviously, all the meshes are updating here. And if you add thing else for your house, for example, you can press Control E to open. You can also go to Level and edit. We can put these support beans. For example, let's go ahead and put some meshes, put some props, and let's go ahead and put the Pillar frame, just like that. And we can actually make it like big. Let's remove the scale. We can put it here at the corners. Just like that. Beautiful. We can just put it right here. And we can put the local mode. We can hide these areas that we don't really want to show. We can do the same at the back but we're not really going to sit. You can save. And now look at this. Now, all our measures are actually working. So now that we have this, we can actually go ahead and play our level. Let's take a look at where is our player start. Click here, press F. We're actually going to move it here. We're going to start our level, choose right here or we set. Rotate it. And actually, we can just start from here to play and look at that. Now we have this. We can go there, and we need to go to the house there. So we're going to try to do our best to not fall. So let's go ahead and jump. I guess this one I'm a little bit I was a little bit slow. I think next one, we're going to get. We didn't get it. But anyway, you can play with this. You can make it as fun as possible. Like this is obviously an example. You can just put any platform that you want. And obviously, you can just go ahead and just put this thing here to decorate a little bit. That's pretty much it. And what you can actually do here is just put some meshes here, like, put some materials or anything. Like, for example, go for some grass. I don't know, and go to the landscape. I just put the material here, and you have a huge, huge grass here in a moment when it loads. So let's just play your game. And preparing shaders is 25. And there you go. Now we have our grass here. Now, we won't go into the details of this landscape. For that, I will have more detailed courses on how to decorate. For now, we're just getting, you know, kind of like a a very, very introductory video to real engine, so you know everything that you can do. Now, you know how to put materials, how to model, how to add how to add materials on surfaces, how to create blueprints, how to create a landscape. We're touching a lot of topics we touch about lights. We do have quite an interesting setup going on for us here. 22. Working with modular assets: An important part of working with Areal Engine five is also knowing how to use assets. And luckily for us, we do have the QuickL bridge. So if we go to the Grain plus icon, we can go to QuixL Bridge. And here you will see that you have a bunch of assets in your inventory. So let me just close this and open it again. So go here, QuiksL bridge. There you go. Rose now. There you go. Now you have all these assets that you can use for free. Now, whenever you want to download something, you can just click on here. You can download the material, for example, and you can select what do you want, medium quality and then download, and it will download to your project. In local files, you can see all the assets that I have. And I dontlo this modular building roof kit that I will use in my project. So I will just go to the high quality, click on AD and you will see that I have something like this. So let's use it. What I want to do is to actually update this roof because I really don't like it. So let's go to Level edit. And let's delete this because I feel like it's very, very ugly. So let's go here and let's open the you can see that we have created a mega scans folder with trey acids, and I import a bunch of assets here, for example, like the beach rock and a couple of beach rocks and this one. I didn't import that many, so you can just choose whatever you like. So just choose the molar roof, and you will see that I have a bunch of acids here that I can use. So let me use this. And let's use snapping tools for now. So we can go for this, for example. And I feel like this is super big, but in any case, I feel like it could work. So let's go back to maybe 0.5 on all of them. So let's go for 0.5. And let's grab another one. It's actually out and click to duplicate. And we can keep doing that here. And what I want to do actually, is to grab one of these corners and just put it right here. And I will just keep doing this until I complete all my all my roof. So I can just duplicate this, and I can also duplicate this one. And no it is here that actually the mesh is not in the right rotation. A little trick I can I can show you that you can rotate in the X scale to mirror this. So you can put instead of 0.5, you can do multiply by minus one. So you can have a -0.5. You can also type it, but sometimes you have a weird value. It will be a little bit hard to make. So just like that, now we have a roof. So we can go ahead and actually duplicate this alt and click and we can just put it right here. There you go. And we can do the same actually here. We can go ahead and duplicate this mesh and put it here. Actually, this one is a little bit different. So let's try to look for another mesh. Which one can fit here. Let's take a look at this one, for example. Maybe this one I have the feeling that this one can work. So let's go ahead and put 0.5. And indeed, it works. So let's go ahead and put it here in position. Move it up, go right. Looks like we're going to copy this location and paste it just like that, so we can have the same values. There you go. You don't need to be super exact with this, especially because we're on 0.5. Actually, let's not put 0.5 on everything. Let's just grab all of these and put it on one, just like that. And what will happen is that we can just move this around just like this, minus one. Let's try to create the roof without actually taking a look at our own mesh. We can always scale things down if we want. So let's go ahead and move this here. Working with modular parts can be quite tricky sometimes. I want to show you the full process. There you go. So now we can delete those. We don't really need them. Let's go ahead and duplicate this. So let's go ahead and alt and click. There you go. Put it just right here. We can actually just do this if we want it. We can definitely do that. Actually, I will go for this. All right. So now that I have this, I can just select all these just like that. All right. And I can actually create a group, and let's have a name for this group. Create a pack level actor, minimum C, just like this. And let's call it House roof, like that. BPP will be this one, you will see that now I have a blueprint here that I can use. So now that we have this, we can just make some adjustments by scaling everything that we need. We can just scale it like this, just like that. There you go. We can actually scale it a little bit like this. We don't need to be super exact. Actually, we have this. Let's go for this one and try to scale it just like this. There you go. We can go for something like this. Maybe that can work for us. And also, let's scale this a little bit just like this so that we don't see these parts. Actually, we can move it around. It's a little bit of a tricky situation where we need to play a little bit with the location and the rotation of stuff, so we can scale this a little bit, just like that. We can just move it up a little bit. And move it just like this. I think we really need to take care of this, but for now, move it up a little bit. There you go. And obviously, we need to take care of this. So I'm going to release snapping it's like that, so I can just move things more freely, and I need to move things like this. And I will do another one here. And this looks quite nice. Alright. So now that I have this, obviously, I need to take care of the roof. This is not what I intended at the beginning. So we're going to work on that next. But for now, let's save this. And look, actually, we can actually use this roof that we had here. So let's go to Edit. Actually, we don't really we don't really want this roof here, so no why it's still there. Let's go for Edit. Let's just delete it and accept. There you go. That was a little bit of a back. So now that we have this roof, we're going to add just another roof here. This is not really going to work quite well, but it's going to work for us. So we're going to create very simple. We're going to go to modeling. And before that, we're just going to add level edit and we're just going to add a modeling box and put it right here where we want our roof. And there you go. And we're going to go to model and just move everything here, just like that. Beautiful. And we can actually change this just like this and move everything like this. Just like that. So we can make sure the light doesn't go through. Wonderful. And now we can just go back here and do the same here. Move it. And we can actually disable the snap because not everything here needs to be exactly the same, right? And also, we're going to move it up a little bit just so that we have our mesh touching this. There you go. Let's make sure everything here, it's covered. So we go here to this area. I know this can be a little bit hard to see sometimes, but that's what modeling is about sometimes. It's just the precision of everything. There you go. Now that we have this, let's go to unlit mode and actually put a material here. Let's go ahead and put the wood that we had before. Maybe this one. And we're going to go here to UVs. Project UVs looks like everything it's right. So we're going to leave it like that. Click Okay. Except now look at this. Now we have a roof here and we're just working with what we have, obviously. Make sure this one, let's go ahead and right click and edit. And you can see that I can edit the house roof or the house one. We can actually edit here, the house one, so I can access to this roof. And go to modeling, go to model, polygrop edit and just move it just like this so that we have everything here. Nice and close. There you go. I'll be a little bit of stretching, but it's okay. So now, even this one is updated, so we don't really need to worry about that. So that's it for the modular parts. Obviously, you can play with different modular parts, like, for example, this one, or you can play with different assets. That's usually how you work with modular pieces. You use the snapping tools and duplicate them until you find something that, you know, that you like. Alright, so let's continue. 23. Working with non modular assets: So how do you work with non modular pieces? It's even simpler. We can add this to your project. I already have it added. I have the nanite version, which is the version that we use virtualized geometry to have unlimited number of polygons here. You can see here nanite it is enabled. So what we can do, usually the landscape is really not pretty, so we can just go ahead. And when working with natural assets such as this one, I like to actually remove the snapping for rotation and everything. And let me just scale this just like this. And I can just move it around and play with it just like this, for example, I can just go for something like that, and I can duplicate this. And because this is a rock, I can use it in many different shapes or forms, and I can just duplicate this like something like this. And usually you want to hide the landscape as much as you can. You can have something like this, for example, and then you can go to the landscape and remove parts that you don't want by smoothing things out just like this, or, you know, you can also flatten just like this. So you can have more of a a more natural look here. That's why I always advise people to not worry too much on the landscape side of things. Even if your landscape looks bad, you can always be hidden by putting like an acid here and there, so I can just move here. Put some assets and just play with it, and it can look very natural. And this is only one asset. Imagine what we could do if we have ten more assets. But the idea when working with these assets is that you don't have many. So I don't really want to work on the back too much. Let me just duplicate a little bit, a little bit more. I can just go ahead and put something like this. There you go and go ahead and put something like this. And now, obviously, I can go to the landscape mode and I can sculpt a little bit. I can just smooth or use a shift click to have this kind of look. And, you know, we're just creating something really simple. We can also use our other asset, which is this one, we can just go ahead and, you know, just have something like this, for example. Because this is a very high resolution mesh, will just look really nice. So actually, let's just use the one we used before, just like this. There you go. And also here in this area, we're going to do the same. And that's it. Now what we need to do, obviously is to fix the landscape. So we're going to go here and chief click areas that we don't want our landscape to show. And we can also flatten some of these areas so that we know where is the path. The path should be like, right here. So let's just go ahead and put that. And we can also do the same here with the ground. We can actually go for something like this and, you know, play a little bit with the ground if you want. It will be up to you, to be honest. For us, what I really want to show you is to how to work with the landscape and how to use some natural acids here. Let me just deal with this. Let's just flatten this out, and that should be That should be good enough for us. Let's just finish it off with another rock here. And these rocks are just really nice, so I will just go ahead and put it something like this. And I will make sure I have collision here, so I will control E to open the acid. And because I'm working with a very big mesh, I want to increase the hull and the max birds and the hole precision. So I have a more accurate collision. Hit apply here, and you will see that it will take some time, but I will have a collision here. So now that I have this, what I can do is to actually close this. I don't really need this asset. I'm going to remove it for now. And also, this one here, I'm going to flatten this one. I want to see anything anything ugly here. And there you go. So that's our house, and let's try to reach there. So this one we're going to leave it here, and this position, we're we're going to go up and stride out. So let's save and play our game. You can see that I see the mesh here and I can jump. So let's try it out. So let's go here. Okay, we got it. Let's jump here, and we did it up, but we fall. But let's try again, just test things out so we can just run. You can see how adding those assets greatly impacts the look of our game. Or now we are jumping. And now, because everything is a blueprint, it works just fine here. And now we have a house. And we can obviously, like, put a ground here, just like a just to make things a little bit easier. So we can just actually go here and go to level, edit, and we can actually go ahead and just duplicate this. We have just the same roof. It's fine. We can actually do something like this. And there you go. Now we have our ground. It's working quite nice. So it's actually move it just a tiny bit here. There you go. And just save it. Now if we play from here, Sorry, something happened there. All right. So let's just click play from here. We can just go ahead and now we have a roof and something happened here, and that is the collision of this This floor is actually giving us a little bit of a headache. So what we're actually going to do is to make it go even lower. Just like this. There you go. Just like that, okay? So save it. And now we will try again. Go ahead. And now we can. We can just get inside the room with some lights and everything. So really, really cool, really, really cool stuff. Like, obviously, we can just play with this as much as we can and add as much detail as possible. Like, you can add some assets here. Like for example, some props, can you can add a chair. You can add a table here. You can add another chair here, just like that. Right? You can play with pretty much everything here until you have something that you like. And I will leave that up to you and I hope you have enjoyed. 24. Using the Level Blueprint to Teleport the Player: Alright, so now that we have this, let's actually put a little bit of gameplay here just so that we have a condition to respond. So first, let's go ahead and actually, we can put a trigger box just like this. And it will be just like here. All right. So it will compose all this ground here, all this ground, and we can just put it up like that so that whenever we touch this, what we can do actually is go to the level blueprint, so we can just go here. An open level blueprint. And what you can have here is basically the level can actually have some logic. Obviously, if you add some logic here, you can transfer this to other levels. But in this case, what I want to do is as soon as the player touches this, so I'm going to click here and in the level blueprint, I'm going to right click and create a reference. And I'm going to put begin overlap. Sorry, not this one. I'm going to right click. And instead of adding a reference, I'm going to add an event, collision, actor begin overlap or going to actually teleport the player. So overlap actor set, transform Set World transform, set Actor transform. There you go. And this transform is actually, if you're wondering what is it is basically the way for you to location and rotation into one variable. So what we need to do is to actually go here, click on this player start and then right click, get a reference from play Start and then get world Transform. Actually, just transform, get actor transform and just put it just here. We can go to Teleport, and let's try it out. So we will go here, click, and what will happen is that when we play our game and we fall down, it's like nothing's happening here. Let's go ahead and with our box trigger box. Are we actually using this? Yeah, I think we do. Let's just go ahead and put this. And we can actually instead of overlap actor. We can get player controller. Control get control pound. All right, so we will get the controller, the player that is controlling the pound, we will get the controlled pound that we're actually getting, which is the character. And we're going to cast it to third person character. The cast is basically we're going to get an actor from this class, and we're going to make sure this specific class that we're using. And here, we're going to put is valid. And if it's valid, we're actually going to use this target here to transform. Set actor transform, actually put teleport Actually teleport will be much more interesting. So let's just go here. And go here for instead layer start, get word location. Get actor location, sorry, and just put it here and also get actor rotation. And just put this one here. All right. So now, you can just go here. And let's try it out. As soon as we overlap this, then we go back to where we were. It looks like our trigger box is actually a little bit too high, so let's go ahead and go here to the trigger box and put it a little bit lower. This is where your two D view may actually be helpful. So let's go for the right, for example, and we can just move this thing here. Let's put it on lead mode. Maybe not right, maybe left. Okay. So we can just go ahead and put the wireframe, just like that. All right. All right. So now let's go ahead and go back here. It's a little bit hard to notice. But now that we play from here, if we jump, this is too low for us to actually fall. So if we fall here, now we start from here again. That's the beauty of the level blueprint is that we can actually add some logic into it such as this one. Let's strike out. I fall, and I start again until I reach my target. So that's it, let's move to the next session. 25. Wrap up and project description: Alright, so we have concluded the project, and your task is to create a simple level like this one. Feel free to create anything you want with the tools that I've shown you. And you also need to create these platforms that move up and down, just like this, okay? You need to create a door that opens Okay? A door that opens here and also a blueprint with these lamps here that you can just put. Also, you need to create a house where you use the level instance blueprint. So you can create many of them if you want. You don't need to decorate the room just like this. This will give you a good understanding of all the tools that are in unreal. So I hope you found this helpful. I hope you find this motivating in your journey to start learning a real engine. This is just the tip of the iceberg. If you want to learn more from me and you want to deep dive into real engine into other topics, make sure to check my other courses. And with that's it, I hope to see your project there. Bye.