Knowing how to set up a project of your own is essential. You need to know how to use the Epic Games Launcher to do this, and then see how you can open up your newly created project.
- [Instructor] Creating a project in Unreal really is the starting point for any type of game creation, and so needs to be taken care of before we can progress any further. Now, for the benefit of newer users, rather than working with any existing assets of our own, we will be creating a project here using assets and game levels that come with Unreal itself. Ones that everyone can have access to. We will then discuss how to get ahold of those in just a little while. If you should be watching this course with a view to adding the game mechanic to an existing project of your own however, then from this point forward you will want to load that project into Unreal and apply the steps that we take to add.
Given that every game is unique however, you may need to make some slight adjustments to steps and our values that we use, in order to get it to work with the way in which your game is already set up. Now, with the version of the engine installed that we're going to want to work with there is one more step that we need to take in the launcher assuming that is, that we're going to be starting our project from scratch. After making sure that you are still in the library section of the launcher application, which is where we will find the sample projects that we can download and install, we want to come to the Vault section of the UI.
Once here, we can click the Create Project button on the Blueprints sample file. If the Blueprint starter content doesn't appear in your Vault section you may need to go to the Learn tab of the Epic Games launcher and look for the Blueprint starter content there in order to add it to your Vault. Let's set the project name to Headbob, which is not an essential step, but good work flow and naming conventions are good habits to develop. What we want to do then is chose the engine version that we will want to use.
I will be working with 4.16 at the time of this recording. If you decide to use a different version and the steps that we take here end up not working please let me know via either Twitter or email and we'll try to sort those problems out. Finally, we can click Create and again, wait patiently. Once the install is complete we can then double click on the newly created project to launch it inside the Unreal Engine. With our project set up and tied to the version of Unreal that we want to use, we're ready to move onto our next chapter, and take a look at both creating and then using camera shake inside Unreal's Blueprint editor
- Setting up the camera shake blueprint
- Working with timelines and blueprints
- Creating a timeline, track, and keyframe
- Connecting the timeline
- Finalizing the effect