From the course: Unreal Engine 4: Realtime Motion Graphics

Creating your UE4 project

From the course: Unreal Engine 4: Realtime Motion Graphics

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Creating your UE4 project

- [Voiceover] Alright, now that we have our geometry for this new project exported, we're going to make a new Unreal Editor project to assemble the scene in. So back in our Epic Launcher, I'm going to go up here to our Engine and launch it. We are going to make a new project. Blueprint, blank. Desktop console, maximum quality, no starter content. Our path is correct to where we're saving our project. I'm going to call this Chapter Three. Great project. Okay, now we have our blank Unreal Project. We're going to first go set a couple of our settings that we set to make sure everything is going to work properly for us. Go to our World Settings, open up the Advanced tab of Lightmass, and turn on Force No Precomputed Lighting. Awesome. Now we're going to go to our Settings, Project Settings. Under Rendering, we're going to go down to the lighting section, turn off Static Lighting, turn on Generate Mesh Distance Fields, and then again we're going to go down to General Settings and this Min Desired Frame Rate, change that to zero. We're going to close this, this simple editor is going to say it needs to restart, say fine, don't save anything since we didn't make anything yet. Cool. Okay. So let's go to our Content Browser. We're going to open up this little tab here so we can see our directory setup, and let's make our folders. 01 Map. 02 Geo. 03 Tex. And 04 Map. Go to my View Options, set to List, a little cleaner view. There we go. Okay. So now we're going to save our level. I'm going to go to Save As and click on our Map folder here. And this is called Chapter 3 and we're in movie 3, so 03. Save it out. Ah, it looks like I didn't save it in the Map folder by mistake, but no worries, let's move it over to Map. Say Move Here. Done. Now it's in our Map folder. Okay, so now we want to import our geometry, which we'll do in our next movie.

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