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In this section, I'll show you how to navigate the Unreal Engine editor.
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This is the main screen you'll use most of the time with all the buttons and tabs it has.
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It can look very overwhelming at first, but I'll give you an explanation of all the essential things
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you'll need to know to get started.
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The big window here in the middle is the viewport.
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This is basically our window into the world of the game.
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The stage and objects you can see here come with a third person template.
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We can simply left click any item in the scene, and this will show us a gizmo with three arrows.
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We can simply click one of the arrows to then drag the item around into any direction.
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If you press this ball here, you can drag it into all directions at the same time.
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A very important shortcut we use all the time is control Z to undo our last action.
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This works just the same way it does on windows for almost any program.
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We can also use Control Plus Y to redo the last step.
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You can also check these commands here under the edit tab.
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And also execute them from here.
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We can also change between translate, rotate and scale mode.
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You can simply click here to go into rotate mode and again left click any item.
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Now the gizmo looks different and it allows us to rotate the item around like this.
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And also in the other directions.
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Again we can go back with control and Z.
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And lastly, we can scale using this button.
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This will show you three handles you can pull on to scale the item in certain directions.
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If you select this one in the middle, you can scale in all directions at the same time.
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And again, we can undo this with Ctrl and Z.
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We can also actually switch between these three modes by using keyboard shortcuts.
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The translate mode, for example, is w, the rotate mode is E, and the scale mode is R, and we'll
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use this all the time to build our levels out.
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One thing that works together with this are the snap values you can see here.
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By default.
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For translate, we move by ten units per snap, and you can see that in action here.
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However, we can change this to 500 for example to move in bigger units.
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This is going to be extremely important, especially when you work with modular assets.
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And we can just set this back to ten.
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The same goes for the rotation.
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We can also set this to 45.
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For example, go into rotate mode and rotate around in big steps.
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Let's set this back to the default.
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And then again for scale, we can set this to a big value like one for example.
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Go into scale mode and scale in really big steps.
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This will allow us to get exactly the value we want, and again set this back to the default.
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The next thing we need to learn is moving the camera around the map to change the rotation.
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We can simply right click and hold and then drag the mouse around to get a different view.
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When we use the middle mouse button and hold it, we can pan around.
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But what you'll use most of the time is right clicking and holding it, and then using the wasD keys
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to move around.
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This is basically like controlling a first person shooter game.
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You can also use the arrow keys on the keyboard instead of wasD.
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Sometimes you need to pinpoint an item, and with the camera speed it can be quite hard.
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So you can scroll down to make the movement slower.
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And you can also scroll up to make the movement faster.
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To find the exact value that you need.
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When you're not holding the right click.
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You can also use the mouse wheel to zoom in and out.
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Here you see the button that says lit.
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You can change the view mode of your scene.
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For example, hamlet will show you the scene without lighting information.
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Wireframe will show you the wireframe.
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Detail lighting will show you the detail lighting, and there's many settings you can use to get a better
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view of what's happening behind the scenes.
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This can be very helpful when debugging.
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But generally speaking, you just have the lit mode, which is basically what your game will look like
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in the end.
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The show button here is also very important because you can hide and show different things in your scene.
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For example, static meshes.
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If we turn this off like the entire stage is hidden.
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But what you use most of the time is use navigation to confirm that your navigation mesh is working
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and collision.
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Collision will show you the actual collision of the items.
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And here you can see that the collision is simplified when compared to the actual mesh, which is a
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very common practice.
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This will be especially important when debugging 2D games, because the collision will still happen
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in 3D space, and this will give you a better overview of what's actually happening.
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But for now, let's just turn it off again.
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Here on the right side we have the world outliner.
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This also allows us to select items in the scene.
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You can actually press the F key to zoom in on the item, or zoom out to get a better view on it.
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This is also very important if you want to find certain items in your scene, and it's always good practice
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to have a proper name here.
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When we select an item here, you can actually see the details of the item down here.
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And we can, for example, do things like change the material on it.
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And you can then see this reflected in the world.
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But you also get the same details panel if you just click it in the viewport.
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There is no difference between selecting something in the viewport or in the world.
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Outliner.
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And here, for example, we can also change the scale, location and rotation like we did with the gizmo
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before, but we can simply click here and drag to the left or right to do this.
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This again will allow you to make very precise changes and might be better suited for whatever you're
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doing.
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From this window we can also start our game to test it.
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Just click the play button or alt and P.
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Before you can control your character, you need to click into the viewport once to activate it, and
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now you can just use the mouse to change the camera or use wasD to move the character around, and you
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can also press space to jump.
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This character, the controls and the map are all things we get with the third person template.
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If you have a blank project, none of this will be available.
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And in the next lecture, we'll have a deeper look at why and how this even works.
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You can press escape on your keyboard to exit the play mode.
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Being able to playtest our game like this on the fly is what makes Unreal Engine extremely awesome.
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This will allow us to easily make changes, move things around, and then just instantly test how the
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changes affect the gameplay.
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When you're in play mode and moving around.
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You can also press shift and F1 to get your mouse controls back.
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We can actually do things here, like selecting something in the world outliner and moving it around.
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While the game is playing.
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However, once you exit the game, everything you do here will be reset.
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While you're in play mode, you can also again press shift and F1 to get the mouse back and click on
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eject.
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This will allow you to get back the floating camera and not control the character anymore.
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In this mode, we can actually again just grab items and move them around for quick play testing or
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just like seeing how things work out.
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And we can then again press the controller button to jump back into our character and test the changes.
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And again, once we go out of this mode, we might get an error message because we moved something that
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wasn't supposed to be moved, but everything goes back to the way it was before.
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The eject feature can be very helpful when debugging, especially for 2D games where where sometimes
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you'll just see your character from the flat side and think it actually isn't there, so you have to
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eject to check it.
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