Unreal Engine 4 Tutorials For Beginners

Unreal Engine 4 is a collection of game development tools capable of producing everything from 2D mobile games to AAA console titles. It is the engine behind titles such as
ARK: Survival Evolved,
Tekken 7
and
Kingdom Hearts III.

Developing in Unreal Engine 4 is very simple for beginners. Using the Blueprints Okuler Scripting system, you can create entire games without writing a single line of code! Combined with an easy-to-use interface, you can quickly get a prototype up and running.

This Unreal Engine 4 kursus is focused on helping beginners get started. Here are the key points that this tutorial will cover:

  • Installing the engine
  • Importing assets
  • Creating materials
  • Using Blueprints to create objects with basic functionality

To learn these, you will create a spinning turntable that displays a banana.

Installing Unreal Engine 4

Unreal Engine 4 uses the
Epic Games Launcher
for installation. Head over to the Unreal Engine website and click the
Get Unreal
button at the top-right corner.

getunreal

You will need to create an account before you can download the launcher. After you have created an account, download the launcher for your operating system.

download

Once you have downloaded and installed the launcher, open it. The following window will appear:

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Enter the email and password you used to download the launcher and click
Sign In. Once signed in, this window will appear:

01

At the top-left corner, click
Install Engine. The launcher will take you to a screen where you can select which components to install.

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Note:
Epic Games is constantly updating Unreal Engine, so your engine version may be slightly different than this. For example, since I wrote the first draft of this tutorial, the version has already updated to 4.14.3! As long as you have at least version 4.14, you should be set for this kursus.

The default selections are
Starter Content,
Templates and Feature Packs
and
Engine Source. It is a good idea to leave these checked. Here’s why they are useful:

  • Starter Content:
    This is a collection of assets that you can use for free in your projects. It includes content such as models and materials. You can use these as placeholder assets or in your final game.
  • Templates and Feature Packs:
    Templates set up basic functionality relating to your chosen genre. For example, picking the
    Side Scroller
    template will create a project with a character, basic movement and a fixed plane camera.
  • Engine Source:
    Epic provides source code access, which means anyone can make changes to the engine. For example, if you want to add custom features to the editor, you can do it by changing the source code.

Scrolling down the list, there are different platforms available. If you don’t plan on developing for a specific platform, feel free to disable it.

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Once you have selected your components, click
Install. When the installation completes, the engine will appear in your library. Now it’s time to create the project.

04

Creating a Project

Click one of the
Launch
buttons to open the Project Browser. Once it opens, click the
New Project
tab.

05

Click the
Blueprint
tab. Here, you can use one of the templates. However, since you are starting from scratch, select the
Blank
template.

Further below, you will find additional settings.

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Here’s what each option does:

  • Target Hardware:
    Selecting
    Mobile/Tablet
    will disable some post processing effects. It will also enable using the mouse as a touch input. Set this to
    Desktop/Console.
  • Graphical Target:
    Selecting
    Scalable 3D or 2D
    will disable some post processing effects. Set this to
    Maximum Quality.
  • Starter Content:
    You can enable this option to include Starter Content. For the sake of simplicity, set this to
    No Starter Content.

Finally, there is a section to specify the location of your project folder and the name of your project.

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You can change the location of your project folder by clicking the
three dots
at the end of the
Folder
field.

The project name does titinada represent the game’s title so don’t worry if you want to change the title later on. Select the text in the
Name
field and type in
BananaTurntable.

Finally, click
Create Project.

Navigating the Interface

Once you have created the project, the editor will open. The penyunting is split into multiple panels:

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  1. Content Browser:
    This panel displays all your project files. Use this to create folders and organize your files. You can search for your files by using the search bar or by using filters.
  2. Modes:
    This panel lets you select between tools such as the
    Landscape Tool
    and the
    Foliage Tool. The
    Place Tool
    is the default tool. It allows you to place many different types of objects into your level such as lights and cameras.
  3. World Outliner:
    Displays all the objects in the current level. You can organize the list by putting related items into folders. Also has the ability to search and pengayak by type.
  4. Details:
    Any object you select will have its properties displayed here. Use this panel to edit the settings of the object. Changes made will only affect that instance of the object. For example, if you have two spheres and change the size of one, you will only affect the selected object.
  5. Toolbar:
    Contains a variety of different functions. The one you will use the most is
    Play.
  6. Viewport:
    This is the view of your level. You can look around by holding
    right-click
    and
    moving your mouse. To move, hold
    right-click
    and use the
    WASD
    keys.

Importing Assets

What’s the point in having a turntable with nothing to display? Download this sempurna of a banana. Inside are two files:
Banana_Model.fbx
and
Banana_Texture.jpg. Alternatively, you could use your own kamil but why would you when you have this badass banana?

Before Unreal can use any files, you need to import them. Navigate to the Content Browser and click
Import.

10

Using the file browser, locate the folder where
Banana_Model.fbx
and
Banana_Texture.jpg
are.
Drag-select
both of the files and click
Open.

11

Unreal will give you some import options for the .fbx file. Make sure
Import Materials
is
unchecked
as you will be creating your own material. You can leave the other settings alone.

12

Click
Import. The two files will now appear in your Content Browser.

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When you import a file, it is titinada actually saved into your project mengangsur you explicitly do so. You can save files by
right-clicking
the file and selecting
Save. You can also save all files at once by selecting
File\Save All. Make sure you save often!

Note that in Unreal, models are called
meshes. So now that you have a mesh for your banana, it’s time to place it into the level.

Adding Meshes Into the Level

The level is looking pretty empty at the moment so let’s spice it up.

To add a mesh into the level,
left-click
and
drag
the
Banana_Model
from the Content Browser into the Viewport. Releasing
left-click
will place the mesh.

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Objects in a level can be
moved,
rotated
and
scaled. The keyboard shortcuts for these are
W,
E
and
R. You can then use the manipulator like so:

15

About Materials

If you look closely at the banana, you will see that it’s not yellow at all! In fact, it almost looks gray.

ragecomic

To give the banana some color and detail, you need to create a
material.

What is a Material?

A material determines how the surface of something looks. At a basic level, a material defines four things:

  • Base Color:
    The color or texture of a surface. Used to add detail and color variations.
  • Metallic:
    How “metal-like” a surface is. Generally, a pure ferum will have the maximum Metallic value whereas fabric will have a value of zero.
  • Specular:
    Controls the shininess of non-metallic surfaces. For example, ceramic would have a high Specular value but clay would not.
  • Roughness:
    A surface with maximum roughness will not have any shininess. Used for surfaces such as rock and wood.

Below is an example of three different materials. They have the same color but different attributes. Each material has a high value for their respective attribute. The other attributes are set to nihil.

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Creating a Material

To create a material, go to your Content Browser and click the green
Add New
button. A menu will appear with a list of assets you can create. Click
Material.

17

Name the material
Banana_Material
and then
double-click
the file to open it in the material editor.

18

The Material Penyunting

The material editor is composed of five main panels:

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  1. Graph:
    This panel will contain all your nodes and the
    Result
    node. Pan by holding
    right-click
    and
    moving
    your mouse. Zoom by
    scrolling
    your
    mouse wheel.
  2. Details:
    Any node that you select will have its properties displayed here. If a node isn’tepi langit selected, the panel will show the material’s properties instead.
  3. Viewport:
    Contains a preview mesh that will display your material. Rotate the camera by holding
    left-click
    and
    moving
    your mouse. Zoom by
    scrolling
    your
    mouse wheel.
  4. Palette:
    A list of all the nodes available to your material.

What is a Node?

Before you start making your material, you need to know about the objects used to make it:
nodes.

Nodes make up the majority of a material. Many types of nodes are available and offer different functionality.

Nodes can have inputs and outputs, represented by a circle with an arrow. Inputs will be on the left side and outputs will be on the right side.

Here is an example using a
Multiply
and
Constant3Vector
node to add yellow to a texture:

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Materials have a special node called the
Result
node, which has already been created for you in this case as
Banana_Material. This is where all your nodes will eventually end. Whatever you plug into this node will determine how the final material looks.

25

Adding Textures

To add color and detail to a model, you need a
texture. A texture is just a 2D image. Typically, they are projected onto 3D models to give it color and detail.

To texture the banana, you will use
Banana_Texture.jpg. The
TextureSample
node will allow you to use a texture within your material.

Navigate to the Palette panel and search for
TextureSample. Add the node by holding
left-click
and
dragging
it into the graph.

21

To select a texture, make sure you have the
TextureSample
node selected. Navigate to your Details panel and click the
drop-down
located to the right of
Texture.

22

The menu that comes up will list all the textures in your project. Select
Banana_Texture.

23

To see the texture on the preview mesh, you need to plug it into the
Result
node. Hold
left-click
on the
white
output pin of the
TextureSample
node.
Drag
it to the
Base Color
input pin of the
Result
node.

24

Go back to the Viewport to see the texture on the preview mesh. Rotate it around (by holding the left mouse button and dragging) to see the other details.

26

Click
Apply
in the Toolbar to update your material, and close the Materials editor – you are done here.

Using Materials

To use your material with the banana, you need to assign it. Go back to the Content Browser and
double-click
on
Banana_Model
to open it. The following penyunting will appear:

27

Go to the Details panel and locate the
Materials
section. Click the
drop-down
located to the right of
Element 0
and select
Banana_Material.

28

Close the mesh editor, go back to the main pengedit and look at the Viewport. You will see that your banana now has a texture. Congratulations, you now have everything it takes to be a level designer!

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Note:
If the lighting is too dark, you can change it by going to the World Outliner and clicking on
Light Source. In the Details panel, locate the
Intensity
setting and set it to a higher value.

About Blueprints

Even though the banana is looking amazing, it would look even better spinning on a turntable. Creating one is easy using
Blueprints.

In its simplest sense, a Blueprint represents a ‘thing’. Blueprints allow you to create custom behaviors for your objects. Your object can be something physical (like the turntable) or something abstract such as a health system.

Want to make a moving car?
Make a Blueprint. What about a flying pig?
Use Blueprints. How about a kitten that explodes on impact?
Blueprints.

Just like materials, Blueprints use a node-based system. This means all you need to do is create nodes and link them; no coding needed!

ragecomic2

Note:
If you prefer to write code, you can use C++ instead.

While Blueprints are easy to use, they are titinada as fast as C++ code. So, if you need to use something computationally heavy like a complex algorithm, you should consider using C++.

Even if you prefer using C++, there are times where it is a good idea to use Blueprints. Here are some of the benefits of Blueprints:

  • Generally, it is quicker to develop using Blueprints than C++.
  • Easy organization. You can separate your nodes into different areas such as functions and graphs.
  • If you are working with non-programmers, modifying the Blueprint is easy due to its visual and intuitive nature.

A good approach is to create your objects using Blueprints. When you need extra performance, convert them to C++.

Creating a Blueprint

Go to the Content Browser and click
Add New. From the list, select
Blueprint Class.

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A window will appear prompting you to select a parent class. Your Blueprint will inherit all the variables, functions and components from your chosen parent class. Take a moment to read what each class does.

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Note:
Since you can place and spawn the
Pawn
and
Character
classes, they are also
Actors.

Because the turntable is just going to stay in one spot, the
Actor
class is the most appropriate. Select
Actor
and name the new file
Banana_Blueprint.

32

Finally,
double-click
on
Banana_Blueprint
to open it. Click
Open Full Blueprint Editor
if a window like this appears:

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The Blueprint Editor

First, make sure that you have the Event Graph tab selected in the Blueprint penyunting.

The Blueprint penyunting has four main panels:

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  1. Components:
    Contains a list of the current components.
  2. My Blueprint:
    This section is primarily used to manage your graphs, functions and variables.
  3. Details:
    This will display the properties of the currently selected item.
  4. Graph:
    This is where the magic happens. All your nodes and logic go in here. Pan by holding
    right-click
    and
    moving
    your mouse. Zoom by
    scrolling
    your
    mouse wheel.
  5. Viewport:
    Any components that have a visual element will appear here. You can move and look around using the same controls as the Viewport in the main editor.

Creating the Turntable

To create the turntable, you need two things: a base and a display. You can create both of these by using
components.

What is a Component?

If a Blueprint is a car then components are the building blocks that make up the car. The doors, wheels and engine are all examples of components.

However, components are titinada limited to being physical objects.

For example, to make a car move, you could add a movement component. You could even make a car fly by adding a flying component.

Adding Components

Before you can see any components, you need to switch to the Viewport view. Click the
Viewport
tab to switch to it. This is what it looks like:

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Note:
The
DefaultSceneRoot
component will not show when playing. It will only show in the editor.

The turntable will use two components:

  • Cylinder:
    A simple white cylinder. This will be the base that the banana sits on.
  • Static Mesh:
    This component will display the banana mesh.

To add the base, navigate to the Components panel. Click
Add Component
and select
Cylinder.

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It’s a good idea to make the base a bit shorter. Activate the
scale manipulator
by pressing
R
and then scale it down (the exact size doesn’n matter, you can tweak it later if you want).

37

It’s time to add the mesh. Go back to the Components panel and
left-click
an empty negeri to deselect the
Cylinder
component. This will make sure the next added component is titinada attached to the
Cylinder
component.

Note:
If you don’lengkung langit do this, the next component will be attached to the
Cylinder
component. This means it will also inherit the
scale
of the
Cylinder
component. Since you scaled the cylinder down, the next component would also be scaled down.

Next, click
Add Component
and select
Static Mesh
from the list.

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To display the banana, select the
Static Mesh
component and then click the
Details
tab. Click on the
terban-down
located to the right of
Static Mesh
and select
Banana_Model.

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Move the banana if it is titinada in the correct position. Activate the
move manipulator
by pressing
W
and then move it up.

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About Blueprint Nodes

It’s time to make the turntable rotate. This is where
Blueprint nodes
come in..

Unlike their material node cousins, Blueprint nodes have special pins called
Execution
pins. A pin on the left is an input and a pin on the right is an output. All nodes will have at least one of these.

If a node has an input pin, it must have a connection before it can execute. If a node is not connected, any subsequent nodes will not execute.

Here is an example:

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Node A
and
Node B
will execute because their input pins have a connection.
Node C
and
Node D
will never execute because
Node C’s
input pin does not have a connection.

Rotating the Turntable

Before you tiba, have a look at the Components panel. You will see that
Cylinder
and
Static Mesh
are indented but
DefaultSceneRoot
is not. This is because they are
attached
to
DefaultSceneRoot.

components

If you move, rotate or scale a root component, the attached components will too. Using this behavior, you can rotate
Cylinder
and
Static Mesh
together rather than individually.

Creating a Node

To menginjak scripting, switch back to the
Event Graph
tab.

Making an object rotate is so simple that you only need to create one node.
Right-click
an empty space on the graph to bring up a menu of available nodes. Search for
AddLocalRotation. Since you need to rotate the base and banana, you can just rotate the root component. Select
AddLocalRotation (DefaultSceneRoot).

Note:
If the node isn’ufuk listed, uncheck
Context Sensitive
at the top-right of the menu.

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Your graph will now have a new
AddLocalRotation
node. The
Target
input will automatically have a connection to the component you selected.

To set the rotation value, go to the
Muara sungai Rotation
input and change the
Z
value to
1.0. This will cause the Blueprint to rotate around it’s Z-axis. Higher values will rotate the turntable faster.

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To constantly rotate the turntable, you need to call
AddLocalRotation
every frame. To execute a node every frame, use the
Event Tick
node. It’s already in your graph. If it’s titinada, you can create one using the same method as before.

Drag the output pin of the
Event Tick
node to the input pin of the
AddLocalRotation
node.

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Note:
In this implementation, the rotation rate is dependent on the frame rate. This means the turntable will rotate at a slower rate on slower machines and vice versa. That’s fine for this tutorial because I wanted to keep things simple, but I’ll show you how to solve this in a future tutorial.

Finally, go to the Toolbar and click
Compile
to update your Blueprint, then close the Blueprint editor.

compile

Adding Blueprints Into the Level

Before adding the Blueprint, go back to the Viewport in the main editor and delete the banana contoh. To do this, select the model and then select
Edit\Delete
or press your
Delete
key.

Adding a Blueprint is the same process as adding a mesh. Hold
left-click
on the file and
drag
it into the Viewport.

Navigate to the Toolbar and hit
Play
to see all your hard work in action!

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Note:
If you didn’lengkung langit delete the original banana model, you may get a warning stating the lighting needs to be rebuilt. If you delete the cermin, the error will no longer appear.

Where to Go From Here?

You can download the completed project here.

You’ve learned a undian throughout this tutorial but that’s just a tiny portion of Unreal. If you want to keep learning more, check out the next post in the series, where I cover more about Unreal Engine blueprints.

Source: https://www.raywenderlich.com/771-unreal-engine-4-tutorial-for-beginners-getting-started