Unreal Engine C++ Developer Class Progress Tracker Day 2

Victoria
3 min readOct 3, 2020

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There had been some difficulties with the class but now all solved.

Basically I could not open the Unreal project they had provided, and eventually it was because my Xcode is in version 12 which is not compatible with Unreal Engine. Only Xcode 11 works.

Anyways, below are the notes.

Unreal Engine

hold right click on mouse to look around, and use WSAD to walk around just like how you walk around in first-person shooting game. Use the middle scroll to control how fast to “walk”. Or hold left mouse and move mouse forward/backward to walk in the game.

Actors:

  • Any object that can be placed in your level is called an Actor
  • They all have a transform.
  • There are several different types of Actor.
  • After selecting an actor, choose “snapping to surface” can let us make sure the object is stick to the ground when we are moving it around.
  • “rotate to surface normal” means the angle will depend on the surface. If it is on the hill it will have a degree the same as the hill.
  • use W, E and R to switch between moving around/rotate/scale actors.
  • unselecting the first one enables us to rotate without being fixed to 10.
  • we can also use details to do these things. there is a lock which we can use to lock the scale. like if we enter 10 in X then XYZ will all be 10.
  • When we want to move multiple objects together, just hold Shift.

Adding Actors:

under content browser, go to environment -> mesh and you can see a list of things to add.

Shortcut:

on the 3 dimensional vectors, you can press Alt and then drag on one of the vectors, that will automatically copy the object. However if you want to copy a new one, you need to release Alt and press again.

Players Start:

You can add Player Start from the mode.

Focus shortcut:

Press F key to focus on the object you selected. Or double click the world outlier list

Editing the landscape:

add landscape by mode -> environment -> sculpt.

when brush falloff is 0 it is a more gentle hill, when brush falloff is 1 it is more artificial-looking cylinder.

Tool Strength decides if it comes out rapidly with each click.

If you do shift you can change the landscape back.

Try to edit your landscape first, otherwise, you might bury other assets.

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Victoria
Victoria

Written by Victoria

"What if I fall?" "Oh my darling, but what if you fly?"

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