Get an overview of the user interface of the Unreal editor and the various tabs and toolbars.
- [Instructor] The Unreal Engine 4 user interface seems quite complex at first, but let's delve into some of the different compartments and look at how they function, and maybe that'll help you make a little bit more sense of it all, 'cause it really is necessary to have this type of interface for such a complex software as Unreal. So first we'll take look at this top bar here. This is known as the toolbar, and this gives you quick access to commonly used functions such as saving your level, accessing your content and marketplace, settings, and even playing your project.
That's all found here. Directly below that is the view port. This is where you'll be doing most of your work setting up the scene and adjusting your various assets. This is also where you move around and control things like setting up camera views. Within the view port there's a few options that I just wanna go over really quickly. At this top here you'll notice these features. On the left here these are view modes. So things like your perspective or switching it to top view, bottom, and so on, for things like placing geometry, more specifically.
You can also find view modes such as lit and unlit and wireframe. These'll help, again, with setting up your scene. And then finally, the show button. This gives you access to all of the various visual settings so you can turn things on and off to troubleshoot and test your scene. This tab on the left here, this shows things like your snapping and your grid layout as well as your move, rotate, and scale, whichever you have active.
And even controlling your camera speed so you can drag up and down to control how you move through the scene. On the left here is the modes tab. This gives you access to all kinds of tools for placing objects in your scene, painting those objects, both vertex and texture, creating and sculpting landscapes, adding and editing foliage within your scene, and even editing geometry that we've placed.
And we'll get into all of these in further detail. On the opposite side of the view port is the world outliner. The world outliner contains every actor, object, and asset that's contained within this level. So here you can find I've kind of organized it into various environment props, decals, even like my light actors and particles, that are all contained within the scene for easy access.
So while you're in your view port you can click on an object and you'll notice the world outliner automatically highlights that object. You can do things like control its visibility, or even once you have it selected you can delve down into the details tab below it. This gives you access to context aware settings for each asset based on what you have selected. So in this case I have access to the transform controls such as location, rotation, and scale.
Mesh settings, materials, and again, these are specific to whatever you have selected. So if I were to type up here light. Again the world outliner, all of these have a search bar at the top that allow you to quickly jump to what you're looking for. So if I were to grab a light in my scene, you'll notice the details tab automatically changes to reflect the various settings that are available to me.
So I have things like intensity and rendering and light mass settings. So the details is really your go-to when you wanna adjust settings for particular objects in your scene. And finally, I wanna call your attention to the content browser. This really is the core of the engine. This is where all of your assets for your entire project are located and organized. So I highly recommend that you set up a nice folder structure so that you can organize things such as materials and textures so that you don't get into bad habits of just having thousands of textures just kind of all in one big folder.
This really allows you to organize it nicely and access those materials when you need them. But again, it is searchable, so at anytime I can search all of my container materials, for example. Or even filter out based on these options. So I can filter through and just see all of my materials at once if I wanted to. Another useful thing to note in the content browser is the view options down here in the corner.
The view options you can do things like adjust the scale of your thumbnails to make it work better for your screen. And even showing specific content packages. So in this case let's go ahead and make sure show engine content is checked. And we'll delve into that in later courses. And then finally on the far right here there's a show or hide sources panel. This essentially allows you to subdivide the content browser into the directory view, kind of like you're familiar with in the explorer tab, and then the content browser itself.
So that way I can delve into something like the landscape or effects and then drag these from one folder to another, just to help organize the file better. So that's a nice overview of the basic view port and modes and content browser, the basic user interface for Unreal Engine 4.
- Customizing the Unreal UI
- Creating a new project
- Creating landscapes
- Blocking out levels
- Working with materials and lights
- Adding post-processing effects
- Adding atmospherics, foliage, and fog
- Working with the Blueprint editor
- Creating cinematics
- Monitoring performance
- Packaging a game for distribution