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‫Hello and welcome.

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‫In this lecture, we're going to be bringing in some asset packs and creating our project so that we

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‫have our own level and our own third person characters.

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‫As you can see here, this mannequin character here brought in to the level, ready to get going.

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‫Let's dive in and see how we can get these.

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‫So in this section, we're going to be using a couple of asset packs.

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‫The first one here is the real learning kit for games, which you can see has a bunch of cool, cartoony

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‫modular assets that we can use to put together and make our own game.

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‫It also has a character, but we're not going to be using this character.

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‫I'm going to be choosing to use this other character from the permanently free collection called the

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‫Stylized Character Kit Casual one, and this is by Rocket Arts, and they've made this absolutely awesome

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‫looking character that just works when you put it into Unreal and you can choose all sorts of different

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‫skins to put on it if you like.

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‫I think this character just makes the game really pop and there is lots more paid versions of characters,

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‫but this is one of the best free ones available in the marketplace at the time of making this course.

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‫So what you'll need to do is go ahead and get these assets is, first of all, a follow the links in

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‫the resources against this lecture to open these up in your browser, sign in with your Epic Games account,

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‫you will click on the either the free or the Buy Now button, which will take you through a checkout

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‫process which won't require you to actually pay any money.

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‫And when that is done, these will become available in the library tab under the vault section, and

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‫you locate these two.

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‫Now, the first thing to note is that with the learning kit, there's a slightly different process.

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‫You don't bring this into an existing project, you use it to create a project from scratch.

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‫So that's what we're going to do, click the Create Project, and it may need to download the assets

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‫for you to do this, and you need to choose the closest version to the version that you're using.

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‫In my case, it doesn't have a 5.0 version yet, so we're going to use an older version and then upgrade

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‫it.

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‫So we're going to use 4.27 to start with, and then we're going to name the project, which in my case

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‫is obstacle assault.

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‫And it's important to note that this name can only contain standard ASCII characters, so only basic

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‫English characters without accents or umlauts or other kind of critics over them.

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‫And then we're going to choose where we're going to put this.

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‫And I already have a folder set aside for this.

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‫We can go ahead and set it in there and go ahead and create your project.

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‫And once it's done that, it's going to show up inside your selected folder here.

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‫And you can see that there is a in there, a you project file that we could open, but we want to switch

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‫the version so that it doesn't open up with the 4.27 version that I selected.

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‫So I'm going to right click on the new project, go to the show, more options switch, Unreal Engine

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‫version.

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‫And then from this dropdown I can select 5.0 and click, okay.

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‫Now if I go ahead and double click the new project, it's going to convert it and open it up in Unreal

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‫five.

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‫Now you'll see that straight away.

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‫It opens up into a level that showcases all the assets that we've got available to us.

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‫And I'd actually like to use this level as a starting point for building out from so that we have the

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‫assets to hand, we can drag them about and copy and paste them.

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‫So I don't want to actually be doing this within the level itself.

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‫I want to make a copy of it.

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‫To do that, we can go to file and save current level as then go to the root of the content folder and

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‫I'm going to call my level main and hit save.

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‫Now that we're using a different level, the main level, we need to set that as the default start up

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‫editor level, which we've done before we go to our settings, cog in the toolbar project settings,

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‫then we look for maps and modes and under default maps we switch both of them.

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‫The Editor Default to the main and the game default to main as well.

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‫So that when next time we open up the editor, it will automatically default to our level and not the

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‫one from the starter kit.

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‫Now I don't want the starting point of our game to be this messy little island in the clouds here.

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‫So I'm going to zoom right out.

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‫And if you want to move faster as you zoom, remember that it is scrolling up that makes you move faster.

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‫And you can see there's this little island behind it.

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‫I think I'm going to use this as a base for us to start from and I want to place our character in here,

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‫but I haven't brought the character into the project yet, so that is going to be a challenge for you.

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‫So I'd like you to import the character pack, download the asset pack, import it into our new project.

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‫See if you can find the third person blueprint within that new folder that it creates.

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‫It's usually under a blueprint folder.

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‫That's the hint there.

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‫And see if you can place that blueprint into the scene on one of the islands.

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‫Post video and have a go.

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‫Okay.

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‫Welcome back.

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‫So we're going to scroll on down in our library tab to where we have the stylized character and click

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‫Add to Project.

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‫Then I'm going to look for my project, which is called Obstacle Assault and select that one.

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‫And now it says there's no compatible version for 5.0.

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‫So we're going to use the nearest version.

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‫In my case, I'm going to use the 5.0 early access, but you may well have a compatible version and

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‫not need to do this.

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‫So you go ahead and add to the project.

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‫And once that's done, we can head over in to the editor, look at our content draw and see that there's

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‫a new folder at the root of content called SC K Casual one.

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‫We can click into there you see there's a blueprints folder, you can click into that and there's a

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‫third person character and I can drag him into the scene.

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‫Now you'll notice this third person character doesn't look like the one in all of the pictures.

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‫He looks notably more like the mannequin.

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‫And that's because the default mesh on this third person character is the mannequin mesh.

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‫But we're going to swap that out for a different one, and that's going to be the subject of the next

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‫video.

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‫So I will see you there.

