Unreal Engine Step By Step Tutorial

Update note: Matt Larson updated this pelajaran for Unreal Engine 5. Tommy Tran wrote the original.

Unreal Engine

Unreal Engine is a collection of game development tools capable of producing 2D mobile games to AAA console titles. Unreal Engine 5 is used for the development of next-generation games, including
Senua’s Saga: Hellblade 2,
Redfall
— a co-op shooter from Arkane Austin,
Dragon Quest XII: The Flames of Fate,
Gears of War 6,
Ashes of Creation
and the next installment of
Tomb Raider.

Unreal Engine 5 (UE5) brings fresh tools for realistic environments:

  • Lumen, a new technology for lighting.
  • Nanite, a system for detailed models and environments.
  • World Partitions, which allows streaming large worlds.
  • One file per actor, which makes it easier for developers to work on the same project.
  • Integrations with the Quixel Megascans library.
  • MetaHuman — a technology for realistic avatars.
  • And many more!

Developing in Unreal Engine 5 is simple for beginners. Using the
Blueprints Visual Scripting system, you can create entire games without writing one line of code! Combined with an easy-to-use interface, you can quickly get a prototype up and running.

This Unreal Engine 5 tutorial focuses on helping beginners get started. This tutorial will cover several points, including:

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

Download the assets for this project by using the link at the top or bottom of this cak bimbingan. Get ready to dive into the depths of the Unreal Engine!

Installing Unreal Engine 5

Unreal Engine 5 uses the
Epic Games Launcher
for installation. Head over to the Unreal Engine website and click the
Download
button in the top-right corner.

The Unreal Engine Download button

You’ll have the option to choose the
Publishing
or
Creators
license. If you intend to publish or monetize your projects, choose the
Publishing
option. Now choose to download the
Epic Games launcher.

Once you’ve downloaded and installed the launcher, open it. You’ll be prompted to sign in with your Epic account:

The Epic Games sign in screen

Sign in using the same method you used when downloading the launcher. After signing in, click
Install Engine
in the top-right corner. If you don’t have any versions of Unreal Engine installed, the launcher will take you to a screen where you select where to install it and which components to install.

The Epic Games launcher

If you already have a version installed, click the
Library
tab and then click the
Engine Versions +
button to choose to install a new version of the Unreal Engine. Choose the Unreal Engine 5.0.0 release to start the installation.

Choosing an Unreal Engine version to install

Next, click Install on the icon. You’ll need to choose an installation directory.

Installing Unreal Engine 5

Note:
Epic Games constantly updates Unreal Engine, so your engine version might be different than this. The 2022 update for this tutorial now features images taken in the Unreal Engine 5 release, and views might change as the engine evolves.

Creating a Project

After the engine is installed, return to the
Epic Games Launcher
and choose the Unreal Engine tab on the left side.

Click the
Launch UE5
button to open the Project Browser. This might take a while, especially for the initial run.

Launching Unreal Engine 5

Once the prohject broweser opens, click the
Games
button on the left side to find templates you can use to mulai a fresh project.

Here, choose one of the templates. Because you’re starting from scratch, select the
Blank
template. Under the
Project Defaults
keep the default setting of Blueprint instead of C++.

The Unreal Project Browser

Here’s what the next options do:

  • Objek Platform:
    Selecting
    Mobile or tablet
    will disable some post-processing effects. It will also enable using the mouse as a touch input. Set this to
    Desktop.
  • Quality Preset:
    Selecting
    Scalable
    will disable some post-processing effects. Set this to
    Maximum.
  • Starter Content:
    This option includes some Starter Content. Uncheck the
    Starter Content
    to create a clean project.
  • Raytracing:
    This enables real-time subtle lighting. Leave this option unchecked.

Finally, you must specify the location of your project folder and the name of your project.

The project name does not represent the game’s title, so don’falak worry if you want to change the title later. Select the text in the
Project Name
field and type in
Submarine.

Finally, click
Create
to start your UE5 odyssey!

Navigating the Interface

Once you have created the project, the penyunting opens. If you have worked with UE4, you’ll see the new editor view has streamlined the controls and sidebars to focus on the game view.

The pengedit is split into multiple panels:

The Unreal Engine editor, annotated with numbers

  1. Viewport:
    Unreal Engine 5 makes the view of your level the major focus, while the other panels have reduced footprints. Look around by holding
    right-click
    and
    moving your mouse. To move, hold
    right-click
    and use the
    WASD
    keys.
  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 lets you place many types of objects into your level, including 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, and you can search and filter by type.
  4. Details:
    Any object you select will have its properties displayed here. Use the panel to edit the settings of the object. Changes made will affect only that instance of the object. For example, if you have two spheres and change the size of one, you’ll only affect the selected object.
  5. Toolbar:
    Contains a variety of functions. The one you’ll use the most is
    Play.
  6. Content Drawer:
    This panel displays all your project files. Use this to create folders and organize files. You can search for files by using the search bar or filters. Expand to show all assets in your project.

Importing Assets

You’re going to need a vessel to start exploring Unreal Engine, so grab a submarine! Your materials download includes a model of a low-poly submarine. Inside the zip file, you’ll find a 3D hipotetis (fbx)
submarine-low-poly/submarine.fbx
and textures
submarine-low-poly/*.png
for the model.

Before Unreal can use any files, you must import them. Navigate to the Content Drawer and
right-click
the
Content
folder and make a new folder called
Models.

The Content Drawer

Click the
Import
button. Using the file browser, find the folder where your submarine materials,
submarine.fbx
and
Submarine*.png, are. Select the FBX sempurna and put it into your
Models
folder.

FBX import options

Unreal will give you some import options for the .fbx file. Change the model’s
Import Uniform Scale
to
100
to uniformly scale up the submarine konseptual.

Now set
Material Import Method
to
Do Not Create Material
and
uncheck
Import Textures. You’ll be importing the textures and creating the material separately.

Next, click the
Import All
button. The models included in the FBX will appear in your
Content Browser
folder. Note that in Unreal, these models are called
static meshes.

The different parts of the submarine model from the FBX

When you import a file, it isn’t saved into your project berayun-ayun you explicitly do so. Save files by
right-clicking
the file and selecting
Save, or save all files at once by selecting
File ▸ Save All. Save often!

Now make a folder in your Content Drawer called
Materials, and import the five PNG textures into your
Materials
folder. Again, save the files after importing the textures.

The imported submarine textures

Next, you’ll reassemble the lengkap components and texture parts to build the full submarine.

Create Your First Actor

An
Actor
is an object that is placed in a level, whether it’s a Camera, a static mesh or a starting location for the game level.

You’re going to create a special type of
Actor
called a Blueprint, which can combine the mesh components into a single object that is used in a game.

Blueprints
are more powerful than simply joining 3D models — they also can integrate complex logic with the models and together create a reuseable part to add to the game.

In its simplest sense, a Blueprint represents a “thing.” Blueprints let you create custom behaviors for your objects. Your object can be something physical (such as the submarine) 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.

To create a Blueprint of your owm, start off by creating a folder called
Blueprints
in the Contents Drawer.

Next,
right-click
in your
Blueprints
folder and choose to create a
Blueprint Class. Choose to make an Actor, and name this
Submarine.

The process of creating a submarine actor

Now
double-click
this Blueprint Actor to open the pengedit for the Blueprint actor. It’s time to build your submarine model!

The Blueprint Editor

The Blueprint penyunting has five main panels:

  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. Event 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.
  4. Viewport:
    Any components that have a optis element will appear here. Move and look around using the same controls as the Viewport in the main penyunting.
  5. Details:
    This will display the properties of a selected item.

The Blueprint Editor

The submarine teoretis can be assembled using
components.

What is a Component?

If you were writing a blueprint for a submarine, it would describe the components that make up the vessel: the body, the windows, the periscope and the propeller. In Unreal Engine, these are all examples of Blueprint components.

Adding Components

Before you can see any components, switch to the Viewport view if you’re not already there. Click the
Viewport
tab to switch.

The
DefaultSceneRoot
is the topmost member of the abstrak, but it will only show in the editor. Drag each of the paradigma parts from the Content Browser into this blueprint under the
DefaultSceneRoot. These acuan parts will again assemble into a submarine.

Adding the model parts to the DefaultSceneRoot

Choose to
Compile
and
Save
in the Blueprint pengedit. Always do those steps after updating a blueprint to be able to see how the changes affect the game.

About Materials

If you look closely at the submarine, you’ll see it has a checkerboard on its surface instead of a proper appearance. To give the submarine color and detail, you will create a
material.

What is a Material?

A material determines how the surface of something looks. Fundamentally, a material defines four elements:

  • 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 logam will have the maximum Metallic value whereas fabric will have a value of hampa.
  • Specular:
    Controls the shininess of nonmetallic 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. It’s used for surfaces such as rock and wood.

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

Examples of metallic, specular, and rough materials

Creating a Material

Close the submarine blueprint and return to the Content Drawer, select the Materials folder and click the green
Add
button. A menu will appear with a list of assets you can create. Click
Material.

Add a new material in the Materials folder by right-clicking and clicking Material

The Material Pengedit

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

The material editor, annotated with numbers

The material editor has several panels:

  1. 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.
  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. Material 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.
  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 graph’s
nodes
and
pins.

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

Nodes can have inputs and outputs, also called
pins, represented by a circle with an arrow. Inputs are on the left side and outputs are on the right side.

For example, use a
Multiply
and
Constant3Vector
node to add yellow to a texture:

A sample material graph

Adding Textures

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

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

The SubmarineMaterial node

Look at some of the components of the
Result
node:

  1. Base Color: This describes the most important texture, one that provides basic color mapping over the surface of a 3D mesh.
  2. Normal: A konvensional map allows significant additional detail to be added to a mesh by providing a normal vector at each pixel along the surface.
  3. Ambient Occlusion: Describes areas of the surface where light is more difficult to reach.

Open the Content Drawer from the bottom of this window. Drag each of the five textures into the graph, from the Materials folder.

In the graph, make each of the connections between the
RGB
pin of the texture node to the appropriate connection in the Material by dragging and dropping a line between the two nodes’ pins.

The process of connecting the base color material to the Submarine Material node

In the end, your material should include all five textures:

The completed material graph

Click
Apply
and
Save
in the Toolbar to update your material and close the Materials penyunting — you’re done here.

Using Materials

To use your material with the submarine, assign it. Return to the Content Drawer and
double-click
on the
Submarine
blueprint to open it. Choose the
Viewport
tab and zoom out to see the whole submarine:

Viewing the Submarine Blueprint

Select all five of the models in the blueprint, then go to the Details panel and find the
Materials
section. Click the
drop-down
at the right of
Element 0
and select
SubmarineMaterial.

Adding the materials to the blueprint

Compile
and
Save
your
Submarine
blueprint. You’re ready to bring this asset to life with animations!

Adding Logic to a Blueprint

To explore the depths of Unreal Engine, we need to learn a bit more about Blueprints.

Similar to materials, scripting in Blueprints works via a node-based system. That means all you need to do is create nodes and link them. No coding is necessary.

Unreal Engine also supports writing logic using C++, but I recommend you start with the Blueprint system.

Some of the benefits of Blueprints:

  • Generally, it is quicker to develop using Blueprints than C++.
  • Easy organization. You can separate your nodes into areas such as functions and graphs.
  • If you’re working with nonprogrammers, 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++.

About Blueprint Nodes

It’s time to get this submarine moving — animating the propeller is easy in the
Blueprint. 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 those.

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

Here’s an example:

An example node graph that is missing a connection

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 Propeller

Open the Submarine
Blueprint. To start scripting, switch to the
Event Graph
tab.

Viewing the Event Graph tab

Making an object rotate is so simple you only need to create one node.
Right-click
a space on the graph to bring up a menu of available nodes. Search for
AddLocalRotation. Rotate the
submarine_Motor
component. Select
AddLocalRotation (submarine_Motor).

Note:
If the node isn’t listed, uncheck
Context Sensitive
at the top right of the menu.

Selecting Add Local Rotation to the blueprint

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

To set the rotation value, go to the
Delta Rotation
input and change the
Y
value to
2.0. This will cause the Blueprint to rotate around its Y-axis. Higher values will rotate the propeller faster.

Setting the Y value of the motor's rotation

To constantly rotate the turntable, you need to call
AddLocalRotation
every frame. To execute a node every frame, use the
Event Tick
node. It should already be in your graph. If it’s not, create one using the same method as before.

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

Connecting the Event Tick node to the Add Local Rotation node

Note:
In this implementation, the rotation rate is dependent on the frame rate — the propeller will rotate at a slower rate on slower machines and vice versa. That’s fine for this tutorial.

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

The editor toolbar

Bring an Actor to the Scene

Adding a Blueprint is the same process as adding a mesh. From the Content Drawer,
drag
the submarine Blueprint into the Viewport.

Dragging the Submarine Blueprint into the Viewport and moving it around

Objects in a level can
move,
rotate
and
scale. The keyboard shortcuts for these are
W,
E
and
R.

Just Add Water!

The submarine looks like it’s beached in a desert! How about adding some effects to make it look like the scene is underwater?

First, select the
VolumetricCloud
in the
Outliner
and delete this from your scene to remove the clouds.

A simple way to create a blue sea is to add a post-process effect to color the world blue. Post-process effects are those changes applied after the frame is rendered.

Post-process effects are commonly applied to provide stylistic changes such as motion blurs, lighting blooms, and black and white photograph styles.

Add a
PostProcessVolume
to the scene by clicking the
Quick Add
button in the Toolbar and selecting
Volumes ▸ PostProcessVolume:

The menu for adding a PostProcessVolume

This creates a box. If the camera is inside its extent, it will have the post-process effect applied. Select the newly added
PostProcessVolume
in the
Outliner
tree and look at the details. Make sure the box is positioned at the origin and covers the view by setting the
Transform
to a
Location
of
(X: 0.0, Y: 0.0, Z: 0.0)
and
Scale
of
(X: 50.0, Y: 50.0, Z: 50.0).

Setting the position and scale of the PostProcessVolume

To change how the world appears, find the section called
Color Grading
and set both the
Global Contrast
and
Gamma
to a bluish value:

Changing the Color settings on the PostProcessVolume

It should now appear you’re underwater. Hold your breath, but not too long, as you still need to test out the results of all your hard work!
Navigate to the Toolbar and hit
Play
to see the submarine in action in its natural habitat.

Our underwater submarine :]

Where to Go From Here?

You can download the final project using the link at the top or bottom of this tutorial.

You’ve learned a lot throughout this tutorial, but that’s just a fraction of Unreal. If you want to keep learning more, check out the Unreal Engine Blueprints tutorial and learn more about building logic with blueprint scripting.

Credits

The “Submarine Low-poly” 3D contoh by Natali_Voitova is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).

Source: https://www.raywenderlich.com/31800833-unreal-engine-5-tutorial-for-beginners-getting-started