‫Hello and welcome.
‫In this lecture, we're going to be setting up a new project and learning how to open up the level.
‫Blueprint Editor Let's dive in.
‫So a new section means a new project.
‫Let's go ahead and open unreal and get to the project browser like so then what we're going to do is
‫go to the games tab again.
‫This time, instead of selecting one of the other templates, we're going to use the blank template
‫and then select blueprints, desktop maximum and we want this time to check the starter content button,
‫then select your project location and give your project a name.
‫Mine's going to be called Warehouse Wreckage.
‫There is a limit on how long these project names can be, and you should also avoid any special characters.
‫We're going to go ahead and click Create.
‫You can see this is the folder where it's creating it.
‫In fact, you can see it just created my warehouse wreckage folder in here and that shows me my project
‫file there and the other supporting folders.
‫There is some interesting stuff.
‫We've got the content folder where most of our stuff goes and you can see the starter content folder
‫has been added in here.
‫We can also view from the editor what has been created in the project.
‫There is a button in the bottom left called the Content Draw.
‫I'd like you to click that and it opens out this drawer, which is essentially just a file browser for
‫that content folder.
‫And you can see we can open up the starter content folder and under there we can find the maps.
‫And the maps are the levels that we that we've got in this game.
‫So currently open is the minimal default level which you can see in the tab in the top left, but you
‫can open any of these other ones by double clicking on them.
‫They're the ones that I have got a little yellow line.
‫Those are the maps.
‫I'm going to open up the starter map and you'll notice that your CPU might start its fans going because
‫it needs to prepare the materials that are available in this scene.
‫But if you have a look around, you can see that there's a bunch of different materials of different
‫types as they start to populate, like the sandstone slate.
‫You might want to use these for materials in your finished game.
‫Just have a little look around and you could do the same thing with the advanced lighting level.
‫Let's just open it up for completeness sake.
‫This isn't as useful as it's more of a demo of how to do advanced lighting.
‫And this is the Epic Games parking lot.
‫So let's open up the content, draw again and go back to our minimal default map.
‫And what I want to show you is how we can get to the blueprints that lie behind this map or this level.
‫What you do is you go to the toolbar where there are a bunch of boxes connected up by little wires,
‫and you click that drop down and then click Open Level Blueprint.
‫What this is going to do is open up a new window with a new editor view.
‫The main thing that we're interested in here is this central area called the event graph.
‫This is where we're going to write our blueprints and you can close down any of the tabs, the my blueprint
‫tab, the details tab that's going to distract us.
‫We don't need those just yet.
‫Can always get them back by resetting our layouts and what we can do.
‫Just to get a bit of a preview of how much functionality is under the hood here, if we right click
‫in the event graph, you can see there's a massive long list of just the headings of the functionality.
‫You can expand this out and there's often headings within headings and these are all bits of functionality
‫that has been created for us by Unreal that we can just drop in and plug in and use from Blueprint.
‫And now we've got these two windows open here.
‫We may want to just have one.
‫Well, fortunately, you can drag this tab and dock it into the main window.
‫And you can see now we have two top level tabs, one for the blueprint and one for the level.
‫That's it for this lecture.
‫We'll look more at that blueprint functionality in the next one.