‫Hello and welcome.
‫In this lecture, we're going to be bringing in some asset packs and creating our project so that we
‫have our own level and our own third person characters.
‫As you can see here, this mannequin character here brought in to the level, ready to get going.
‫Let's dive in and see how we can get these.
‫So in this section, we're going to be using a couple of asset packs.
‫The first one here is the real learning kit for games, which you can see has a bunch of cool, cartoony
‫modular assets that we can use to put together and make our own game.
‫It also has a character, but we're not going to be using this character.
‫I'm going to be choosing to use this other character from the permanently free collection called the
‫Stylized Character Kit Casual one, and this is by Rocket Arts, and they've made this absolutely awesome
‫looking character that just works when you put it into Unreal and you can choose all sorts of different
‫skins to put on it if you like.
‫I think this character just makes the game really pop and there is lots more paid versions of characters,
‫but this is one of the best free ones available in the marketplace at the time of making this course.
‫So what you'll need to do is go ahead and get these assets is, first of all, a follow the links in
‫the resources against this lecture to open these up in your browser, sign in with your Epic Games account,
‫you will click on the either the free or the Buy Now button, which will take you through a checkout
‫process which won't require you to actually pay any money.
‫And when that is done, these will become available in the library tab under the vault section, and
‫you locate these two.
‫Now, the first thing to note is that with the learning kit, there's a slightly different process.
‫You don't bring this into an existing project, you use it to create a project from scratch.
‫So that's what we're going to do, click the Create Project, and it may need to download the assets
‫for you to do this, and you need to choose the closest version to the version that you're using.
‫In my case, it doesn't have a 5.0 version yet, so we're going to use an older version and then upgrade
‫it.
‫So we're going to use 4.27 to start with, and then we're going to name the project, which in my case
‫is obstacle assault.
‫And it's important to note that this name can only contain standard ASCII characters, so only basic
‫English characters without accents or umlauts or other kind of critics over them.
‫And then we're going to choose where we're going to put this.
‫And I already have a folder set aside for this.
‫We can go ahead and set it in there and go ahead and create your project.
‫And once it's done that, it's going to show up inside your selected folder here.
‫And you can see that there is a in there, a you project file that we could open, but we want to switch
‫the version so that it doesn't open up with the 4.27 version that I selected.
‫So I'm going to right click on the new project, go to the show, more options switch, Unreal Engine
‫version.
‫And then from this dropdown I can select 5.0 and click, okay.
‫Now if I go ahead and double click the new project, it's going to convert it and open it up in Unreal
‫five.
‫Now you'll see that straight away.
‫It opens up into a level that showcases all the assets that we've got available to us.
‫And I'd actually like to use this level as a starting point for building out from so that we have the
‫assets to hand, we can drag them about and copy and paste them.
‫So I don't want to actually be doing this within the level itself.
‫I want to make a copy of it.
‫To do that, we can go to file and save current level as then go to the root of the content folder and
‫I'm going to call my level main and hit save.
‫Now that we're using a different level, the main level, we need to set that as the default start up
‫editor level, which we've done before we go to our settings, cog in the toolbar project settings,
‫then we look for maps and modes and under default maps we switch both of them.
‫The Editor Default to the main and the game default to main as well.
‫So that when next time we open up the editor, it will automatically default to our level and not the
‫one from the starter kit.
‫Now I don't want the starting point of our game to be this messy little island in the clouds here.
‫So I'm going to zoom right out.
‫And if you want to move faster as you zoom, remember that it is scrolling up that makes you move faster.
‫And you can see there's this little island behind it.
‫I think I'm going to use this as a base for us to start from and I want to place our character in here,
‫but I haven't brought the character into the project yet, so that is going to be a challenge for you.
‫So I'd like you to import the character pack, download the asset pack, import it into our new project.
‫See if you can find the third person blueprint within that new folder that it creates.
‫It's usually under a blueprint folder.
‫That's the hint there.
‫And see if you can place that blueprint into the scene on one of the islands.
‫Post video and have a go.
‫Okay.
‫Welcome back.
‫So we're going to scroll on down in our library tab to where we have the stylized character and click
‫Add to Project.
‫Then I'm going to look for my project, which is called Obstacle Assault and select that one.
‫And now it says there's no compatible version for 5.0.
‫So we're going to use the nearest version.
‫In my case, I'm going to use the 5.0 early access, but you may well have a compatible version and
‫not need to do this.
‫So you go ahead and add to the project.
‫And once that's done, we can head over in to the editor, look at our content draw and see that there's
‫a new folder at the root of content called SC K Casual one.
‫We can click into there you see there's a blueprints folder, you can click into that and there's a
‫third person character and I can drag him into the scene.
‫Now you'll notice this third person character doesn't look like the one in all of the pictures.
‫He looks notably more like the mannequin.
‫And that's because the default mesh on this third person character is the mannequin mesh.
‫But we're going to swap that out for a different one, and that's going to be the subject of the next
‫video.
‫So I will see you there.