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‫Hello and welcome.

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‫In this lecture, we're going to be setting up a new project and learning how to open up the level.

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‫Blueprint Editor Let's dive in.

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‫So a new section means a new project.

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‫Let's go ahead and open unreal and get to the project browser like so then what we're going to do is

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‫go to the games tab again.

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‫This time, instead of selecting one of the other templates, we're going to use the blank template

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‫and then select blueprints, desktop maximum and we want this time to check the starter content button,

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‫then select your project location and give your project a name.

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‫Mine's going to be called Warehouse Wreckage.

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‫There is a limit on how long these project names can be, and you should also avoid any special characters.

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‫We're going to go ahead and click Create.

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‫You can see this is the folder where it's creating it.

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‫In fact, you can see it just created my warehouse wreckage folder in here and that shows me my project

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‫file there and the other supporting folders.

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‫There is some interesting stuff.

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‫We've got the content folder where most of our stuff goes and you can see the starter content folder

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‫has been added in here.

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‫We can also view from the editor what has been created in the project.

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‫There is a button in the bottom left called the Content Draw.

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‫I'd like you to click that and it opens out this drawer, which is essentially just a file browser for

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‫that content folder.

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‫And you can see we can open up the starter content folder and under there we can find the maps.

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‫And the maps are the levels that we that we've got in this game.

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‫So currently open is the minimal default level which you can see in the tab in the top left, but you

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‫can open any of these other ones by double clicking on them.

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‫They're the ones that I have got a little yellow line.

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‫Those are the maps.

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‫I'm going to open up the starter map and you'll notice that your CPU might start its fans going because

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‫it needs to prepare the materials that are available in this scene.

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‫But if you have a look around, you can see that there's a bunch of different materials of different

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‫types as they start to populate, like the sandstone slate.

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‫You might want to use these for materials in your finished game.

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‫Just have a little look around and you could do the same thing with the advanced lighting level.

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‫Let's just open it up for completeness sake.

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‫This isn't as useful as it's more of a demo of how to do advanced lighting.

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‫And this is the Epic Games parking lot.

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‫So let's open up the content, draw again and go back to our minimal default map.

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‫And what I want to show you is how we can get to the blueprints that lie behind this map or this level.

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‫What you do is you go to the toolbar where there are a bunch of boxes connected up by little wires,

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‫and you click that drop down and then click Open Level Blueprint.

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‫What this is going to do is open up a new window with a new editor view.

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‫The main thing that we're interested in here is this central area called the event graph.

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‫This is where we're going to write our blueprints and you can close down any of the tabs, the my blueprint

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‫tab, the details tab that's going to distract us.

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‫We don't need those just yet.

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‫Can always get them back by resetting our layouts and what we can do.

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‫Just to get a bit of a preview of how much functionality is under the hood here, if we right click

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‫in the event graph, you can see there's a massive long list of just the headings of the functionality.

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‫You can expand this out and there's often headings within headings and these are all bits of functionality

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‫that has been created for us by Unreal that we can just drop in and plug in and use from Blueprint.

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‫And now we've got these two windows open here.

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‫We may want to just have one.

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‫Well, fortunately, you can drag this tab and dock it into the main window.

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‫And you can see now we have two top level tabs, one for the blueprint and one for the level.

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‫That's it for this lecture.

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‫We'll look more at that blueprint functionality in the next one.

