3 Introduction to UE5 Viewport — Transcript
Full transcript
- 0:07[music]
- 0:14[music]
- 0:15Welcome back everyone to Unreal Engine 5
- 0:17beginner's guide to building an
- 0:18environment. In the last lesson, we left
- 0:20it off by getting ourselves familiarized
- 0:22with the overall UI within the Unreal
- 0:25Engine 5 software. And in this lesson,
- 0:28we're going to continue on familiarizing
- 0:29ourselves with the program. And this
- 0:32time, we're just going to get ourselves
- 0:34the basics down for the navigation
- 0:36within the viewport itself. So, let's
- 0:38get right into it. I'm going to launch a
- 0:40video right now. And I'll see you on the
- 0:42other side.
- 0:46Hello and welcome everyone to Unreal
- 0:48Engine 5 basics guide for the camera
- 0:50motion. and we're going to start off by
- 0:53introducing you to the camera type of
- 0:55motions within Unreal Engine 5 in order
- 0:57to help you and follow along the lessons
- 0:59easier. So to start off within the metal
- 1:01section of the software we have a
- 1:04perspective camera view by default and
- 1:07using this we can move our camera
- 1:09around. The main thing that you need to
- 1:10remember for when you're moving your
- 1:12camera around is that by holding alt and
- 1:15even one of the mouse buttons you'd be
- 1:18able to make a certain motion. So, for
- 1:20example, by holding Alt and left mouse
- 1:22button, you'd be able to rotate your
- 1:24camera around like so.
- 1:27By holding Alt and middle mouse button,
- 1:31you're able to pan your camera around
- 1:33just like that. And finally, by holding
- 1:36Alt and right mouse button, if you were
- 1:39to scroll up and down using this motion,
- 1:43you'd be able to zoom in and out of your
- 1:45view. Alternatively, you can simply just
- 1:47scroll your mouse wheel and zoom in or
- 1:51out of the project like that. Now, if
- 1:54you want to zoom in towards the selected
- 1:56object, what we can do is if I were to
- 1:59select this box over here, for example,
- 2:02I can click the letter F
- 2:05and it would zoom in right onto the
- 2:07object. So now we can use this to rotate
- 2:11our camera around and simply see our
- 2:14level with the object selected as the
- 2:17center. If we were to select a different
- 2:18one and click F, we zoom in onto our
- 2:21asset. And if the asset is larger, like
- 2:25this ground plane over here, for
- 2:26example, if we were to click F, it would
- 2:29zoom out and make sure that the camera
- 2:31view has the entire selection within our
- 2:34view. So this is pretty good for
- 2:36whenever we want to zoom in onto our
- 2:38selection. However, you do need to be
- 2:40careful since if we for example were to
- 2:44select the sky and click F, it would
- 2:46zoom out all the way and we don't really
- 2:49want this to happen. So make sure that
- 2:52before clicking F though your selection
- 2:54is not something like a skysphere. Now,
- 2:57if you want to have more control over
- 2:58camera and let's say you want it to be
- 3:00similar to a firsterson game, what you
- 3:03can do is by holding right click, you'd
- 3:07be able to enter a sort of a camera
- 3:10movement mode within your editor. So,
- 3:13right now, if I were to hold right
- 3:15click, I can simply rotate my camera as
- 3:19if this was a firsterson
- 3:22sort of a game. Now, what's nice about
- 3:25it is if we were to hold right click and
- 3:28use WD,
- 3:30we'd be able to move around our asset
- 3:33like so. So, by holding right click and
- 3:38W, we'd be able to go forwards. By
- 3:40holding right click and S, we can go
- 3:43backwards. A to go left and D to go
- 3:47right. And also if you want to go up
- 3:50directly or down directly you can use
- 3:53the combination of Q and E. So by
- 3:56holding right mouse button and holding Q
- 3:59I can directly descend down to level.
- 4:03Similarly by holding right click and
- 4:06holding E, we can go up the level just
- 4:09like that. Now, if the camera is a
- 4:12little bit too fast or too slow, we can
- 4:15make use out of this icon in the upper
- 4:17right corner, which says the camera
- 4:19speed. If we were to click on it, we can
- 4:22use the slider over here to set the
- 4:24speed of our camera. So, for example, if
- 4:26I were to set it to one, I'd have a
- 4:29really slow motion and we'd be able to
- 4:31have a really fine control over where
- 4:34our camera within editor mode is. we
- 4:37were to set it up to eight, we'd be able
- 4:41to go really fast up and down just like
- 4:43that. But by default, it should be set
- 4:45to something like four. There is a value
- 4:47underneath it which is set to one. If we
- 4:50were to set it to two, for example, this
- 4:52will multiply our four speed to be all
- 4:56the way to eight. So right now, if we
- 4:58were to go up and down, you notice that
- 5:02it is way faster. So this is quite
- 5:04useful for for when we're working with
- 5:06different scales. I personally only
- 5:08recommend you to use this value for when
- 5:11you're going up and down in scales. So
- 5:13for example, if you're working with
- 5:15planetary sky of scaling, we'd want this
- 5:18to be increased to, for example, like
- 5:2014. And then this way we'd be able to go
- 5:23all the way out real fast out of a
- 5:26level. But by default, keeping it at one
- 5:28and simply scaling this up and down will
- 5:30do just fine. Now within the perspective
- 5:33view, we also have a couple of hover
- 5:35perception modes and those would be seen
- 5:39on the upper left corner of the window
- 5:41for our perspective camera. So right now
- 5:44we have set it to perspective. We can
- 5:47change those to be top, bottom, left,
- 5:51and right. And what this would do is
- 5:53basically it would help you get
- 5:56different types of views for our level.
- 5:58So right now because I'm set to bottom
- 6:01if I were to set it to left and if you
- 6:03don't see anything we can always make
- 6:05use out of the letter F and go back onto
- 6:08the level just like that. So this is
- 6:10quite useful for whenever we're creating
- 6:12environments and assets and we just want
- 6:14to make sure they look good and
- 6:16proportional to the rest of our level
- 6:19and from all sides of angles. Again by
- 6:22default this will be a perspective. If
- 6:24you do want to change it to be into
- 6:26multiple cameras though and you want to
- 6:28see multiple of them at once, we can
- 6:30click on the upper right within our view
- 6:33mode button over here to click maximize
- 6:36or restore viewpoint. So this way we get
- 6:39three different viewports all from which
- 6:41are different types of perspectives. Now
- 6:45other than the perspective all the other
- 6:46ones would by default be set to
- 6:49wireframe. If you don't want this to
- 6:51happen we can always set them to be lit.
- 6:53So, especially when designing a level,
- 6:56this sort of a view might be quite
- 6:57handy. To go back onto one view, what we
- 7:00have to do is locate our perspective
- 7:03camera and click on this button over
- 7:05here.
- 7:08Within this perspective view, we can
- 7:10also change the way our camera perceives
- 7:12the entire level. And right now, it is
- 7:15set to be default of lit, which means
- 7:18that all the shading would be seen with
- 7:21proper shadows and whatnot. So in order
- 7:23to change that, we'd have to click on
- 7:25it. And if we want to, for example,
- 7:28select unlit, which would show you all
- 7:30the level without any types of shadows,
- 7:33we can go ahead and do that. We get this
- 7:36sort of result. There's also something
- 7:38like a wireframe, which you'd see in
- 7:40other cameras. If we were to click on
- 7:41it, we'd see the types of geometry that
- 7:44we'd have. So it's quite nice to know
- 7:46especially if you by accident sometimes
- 7:49click on one of them and you don't know
- 7:50how to get out of can always go on this
- 7:53button over here and select lit after
- 7:55which we also have show icon over here
- 7:58this one will get you a different types
- 8:00of visualizations for your respective
- 8:03camera but what you need to know though
- 8:05is if you have something that's a little
- 8:07bit off like for example I have my grid
- 8:10right now which is barely visible but is
- 8:13often quite useful for when we're
- 8:15creating our level. But if this is not
- 8:18visible, for example, if I have this
- 8:20turned off with this button over here
- 8:23and I want it on, but I don't know which
- 8:25one exactly it is, we can always go
- 8:27ahead and click use defaults. And this
- 8:30will bring back all the selected
- 8:31defaults that is usually set up by the
- 8:35default template. And that's pretty much
- 8:37all there is to the camera controls. I
- 8:39hope you enjoy the video and now let's
- 8:41get back to the course. Welcome back
- 8:43everyone. I hope that the video was
- 8:45informative and gave you some good
- 8:47background knowledge to help you follow
- 8:49along this course and in general within
- 8:51any of the Unreal Engine 5 projects that
- 8:53you're going to be working on in the
- 8:55future. So, that's going to be it from
- 8:57this lesson. Thank you so much for
- 8:58watching and then in the next lesson,
- 9:00we're going to start off by building
- 9:01ourselves a gray box. So, thank you so
- 9:04much for watching and I'll see you in a
- 9:06bit.
- 9:12>> [music]
About this transcript
This page contains the full transcript of 3 Introduction to UE5 Viewport by Jokerbaby, generated from the public captions YouTube serves with the video. The transcript has 1,595 words across 216 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.
What you can do with it
Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to translate the transcript into 100+ languages.
Free YouTube transcript tool
YouTube2Text is a free YouTube transcript generator — no signup, no daily limit. Paste any YouTube link and get the full transcript instantly, with timestamps, click-to-jump, translation to 100+ languages, AI prompts for ChatGPT, Claude, and Gemini, and exports to TXT, SRT, VTT, or Markdown.