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3 Introduction to UE5 Viewport — Transcript

by Jokerbaby · 1,595 words · 216 segments · language en · Watch on YouTube

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  1. 0:07[music]
  2. 0:14[music]
  3. 0:15Welcome back everyone to Unreal Engine 5
  4. 0:17beginner's guide to building an
  5. 0:18environment. In the last lesson, we left
  6. 0:20it off by getting ourselves familiarized
  7. 0:22with the overall UI within the Unreal
  8. 0:25Engine 5 software. And in this lesson,
  9. 0:28we're going to continue on familiarizing
  10. 0:29ourselves with the program. And this
  11. 0:32time, we're just going to get ourselves
  12. 0:34the basics down for the navigation
  13. 0:36within the viewport itself. So, let's
  14. 0:38get right into it. I'm going to launch a
  15. 0:40video right now. And I'll see you on the
  16. 0:42other side.
  17. 0:46Hello and welcome everyone to Unreal
  18. 0:48Engine 5 basics guide for the camera
  19. 0:50motion. and we're going to start off by
  20. 0:53introducing you to the camera type of
  21. 0:55motions within Unreal Engine 5 in order
  22. 0:57to help you and follow along the lessons
  23. 0:59easier. So to start off within the metal
  24. 1:01section of the software we have a
  25. 1:04perspective camera view by default and
  26. 1:07using this we can move our camera
  27. 1:09around. The main thing that you need to
  28. 1:10remember for when you're moving your
  29. 1:12camera around is that by holding alt and
  30. 1:15even one of the mouse buttons you'd be
  31. 1:18able to make a certain motion. So, for
  32. 1:20example, by holding Alt and left mouse
  33. 1:22button, you'd be able to rotate your
  34. 1:24camera around like so.
  35. 1:27By holding Alt and middle mouse button,
  36. 1:31you're able to pan your camera around
  37. 1:33just like that. And finally, by holding
  38. 1:36Alt and right mouse button, if you were
  39. 1:39to scroll up and down using this motion,
  40. 1:43you'd be able to zoom in and out of your
  41. 1:45view. Alternatively, you can simply just
  42. 1:47scroll your mouse wheel and zoom in or
  43. 1:51out of the project like that. Now, if
  44. 1:54you want to zoom in towards the selected
  45. 1:56object, what we can do is if I were to
  46. 1:59select this box over here, for example,
  47. 2:02I can click the letter F
  48. 2:05and it would zoom in right onto the
  49. 2:07object. So now we can use this to rotate
  50. 2:11our camera around and simply see our
  51. 2:14level with the object selected as the
  52. 2:17center. If we were to select a different
  53. 2:18one and click F, we zoom in onto our
  54. 2:21asset. And if the asset is larger, like
  55. 2:25this ground plane over here, for
  56. 2:26example, if we were to click F, it would
  57. 2:29zoom out and make sure that the camera
  58. 2:31view has the entire selection within our
  59. 2:34view. So this is pretty good for
  60. 2:36whenever we want to zoom in onto our
  61. 2:38selection. However, you do need to be
  62. 2:40careful since if we for example were to
  63. 2:44select the sky and click F, it would
  64. 2:46zoom out all the way and we don't really
  65. 2:49want this to happen. So make sure that
  66. 2:52before clicking F though your selection
  67. 2:54is not something like a skysphere. Now,
  68. 2:57if you want to have more control over
  69. 2:58camera and let's say you want it to be
  70. 3:00similar to a firsterson game, what you
  71. 3:03can do is by holding right click, you'd
  72. 3:07be able to enter a sort of a camera
  73. 3:10movement mode within your editor. So,
  74. 3:13right now, if I were to hold right
  75. 3:15click, I can simply rotate my camera as
  76. 3:19if this was a firsterson
  77. 3:22sort of a game. Now, what's nice about
  78. 3:25it is if we were to hold right click and
  79. 3:28use WD,
  80. 3:30we'd be able to move around our asset
  81. 3:33like so. So, by holding right click and
  82. 3:38W, we'd be able to go forwards. By
  83. 3:40holding right click and S, we can go
  84. 3:43backwards. A to go left and D to go
  85. 3:47right. And also if you want to go up
  86. 3:50directly or down directly you can use
  87. 3:53the combination of Q and E. So by
  88. 3:56holding right mouse button and holding Q
  89. 3:59I can directly descend down to level.
  90. 4:03Similarly by holding right click and
  91. 4:06holding E, we can go up the level just
  92. 4:09like that. Now, if the camera is a
  93. 4:12little bit too fast or too slow, we can
  94. 4:15make use out of this icon in the upper
  95. 4:17right corner, which says the camera
  96. 4:19speed. If we were to click on it, we can
  97. 4:22use the slider over here to set the
  98. 4:24speed of our camera. So, for example, if
  99. 4:26I were to set it to one, I'd have a
  100. 4:29really slow motion and we'd be able to
  101. 4:31have a really fine control over where
  102. 4:34our camera within editor mode is. we
  103. 4:37were to set it up to eight, we'd be able
  104. 4:41to go really fast up and down just like
  105. 4:43that. But by default, it should be set
  106. 4:45to something like four. There is a value
  107. 4:47underneath it which is set to one. If we
  108. 4:50were to set it to two, for example, this
  109. 4:52will multiply our four speed to be all
  110. 4:56the way to eight. So right now, if we
  111. 4:58were to go up and down, you notice that
  112. 5:02it is way faster. So this is quite
  113. 5:04useful for for when we're working with
  114. 5:06different scales. I personally only
  115. 5:08recommend you to use this value for when
  116. 5:11you're going up and down in scales. So
  117. 5:13for example, if you're working with
  118. 5:15planetary sky of scaling, we'd want this
  119. 5:18to be increased to, for example, like
  120. 5:2014. And then this way we'd be able to go
  121. 5:23all the way out real fast out of a
  122. 5:26level. But by default, keeping it at one
  123. 5:28and simply scaling this up and down will
  124. 5:30do just fine. Now within the perspective
  125. 5:33view, we also have a couple of hover
  126. 5:35perception modes and those would be seen
  127. 5:39on the upper left corner of the window
  128. 5:41for our perspective camera. So right now
  129. 5:44we have set it to perspective. We can
  130. 5:47change those to be top, bottom, left,
  131. 5:51and right. And what this would do is
  132. 5:53basically it would help you get
  133. 5:56different types of views for our level.
  134. 5:58So right now because I'm set to bottom
  135. 6:01if I were to set it to left and if you
  136. 6:03don't see anything we can always make
  137. 6:05use out of the letter F and go back onto
  138. 6:08the level just like that. So this is
  139. 6:10quite useful for whenever we're creating
  140. 6:12environments and assets and we just want
  141. 6:14to make sure they look good and
  142. 6:16proportional to the rest of our level
  143. 6:19and from all sides of angles. Again by
  144. 6:22default this will be a perspective. If
  145. 6:24you do want to change it to be into
  146. 6:26multiple cameras though and you want to
  147. 6:28see multiple of them at once, we can
  148. 6:30click on the upper right within our view
  149. 6:33mode button over here to click maximize
  150. 6:36or restore viewpoint. So this way we get
  151. 6:39three different viewports all from which
  152. 6:41are different types of perspectives. Now
  153. 6:45other than the perspective all the other
  154. 6:46ones would by default be set to
  155. 6:49wireframe. If you don't want this to
  156. 6:51happen we can always set them to be lit.
  157. 6:53So, especially when designing a level,
  158. 6:56this sort of a view might be quite
  159. 6:57handy. To go back onto one view, what we
  160. 7:00have to do is locate our perspective
  161. 7:03camera and click on this button over
  162. 7:05here.
  163. 7:08Within this perspective view, we can
  164. 7:10also change the way our camera perceives
  165. 7:12the entire level. And right now, it is
  166. 7:15set to be default of lit, which means
  167. 7:18that all the shading would be seen with
  168. 7:21proper shadows and whatnot. So in order
  169. 7:23to change that, we'd have to click on
  170. 7:25it. And if we want to, for example,
  171. 7:28select unlit, which would show you all
  172. 7:30the level without any types of shadows,
  173. 7:33we can go ahead and do that. We get this
  174. 7:36sort of result. There's also something
  175. 7:38like a wireframe, which you'd see in
  176. 7:40other cameras. If we were to click on
  177. 7:41it, we'd see the types of geometry that
  178. 7:44we'd have. So it's quite nice to know
  179. 7:46especially if you by accident sometimes
  180. 7:49click on one of them and you don't know
  181. 7:50how to get out of can always go on this
  182. 7:53button over here and select lit after
  183. 7:55which we also have show icon over here
  184. 7:58this one will get you a different types
  185. 8:00of visualizations for your respective
  186. 8:03camera but what you need to know though
  187. 8:05is if you have something that's a little
  188. 8:07bit off like for example I have my grid
  189. 8:10right now which is barely visible but is
  190. 8:13often quite useful for when we're
  191. 8:15creating our level. But if this is not
  192. 8:18visible, for example, if I have this
  193. 8:20turned off with this button over here
  194. 8:23and I want it on, but I don't know which
  195. 8:25one exactly it is, we can always go
  196. 8:27ahead and click use defaults. And this
  197. 8:30will bring back all the selected
  198. 8:31defaults that is usually set up by the
  199. 8:35default template. And that's pretty much
  200. 8:37all there is to the camera controls. I
  201. 8:39hope you enjoy the video and now let's
  202. 8:41get back to the course. Welcome back
  203. 8:43everyone. I hope that the video was
  204. 8:45informative and gave you some good
  205. 8:47background knowledge to help you follow
  206. 8:49along this course and in general within
  207. 8:51any of the Unreal Engine 5 projects that
  208. 8:53you're going to be working on in the
  209. 8:55future. So, that's going to be it from
  210. 8:57this lesson. Thank you so much for
  211. 8:58watching and then in the next lesson,
  212. 9:00we're going to start off by building
  213. 9:01ourselves a gray box. So, thank you so
  214. 9:04much for watching and I'll see you in a
  215. 9:06bit.
  216. 9:12>> [music]

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