[MUSIC PLAYING]
SPEAKER: Hi, my name is Nikolai, and I'm
going to give you a quick start on how
to get started with Immersive Screen for XR
and the corresponding Unreal Template Project.
We will have a look at all the assets, the blueprints,
and the logic inter-level.
And this will hopefully give you a quick start on how
to kick off your own projects.
Note that we will not be covering the GCP stream
API in this tutorial.
Be sure to check our knowledge base for materials, demos,
tutorials, and the full documentation
that shows specific use-cases and features in more detail.
So let's kick it off.
After downloading the template zip file,
unpack it, and move the new folder
into your Unreal projects folder.
You can also rename the folder and project file, if you like.
If you already have Unreal version 5.0 installed,
you are good to go.
If not, go back to the Epic Games launcher
and install Unreal version 5.0 from there.
Now that you have your template project unpacked and ready,
open it up in Unreal 5.0.
Let's have a look at our level setup in the levels window
first.
As a general approach in Immersive Stream for XR,
we are using a main persistent level, which
is called Main_Persistent, and that
is able to load different streaming levels,
depending on the use case.
If we have a look at the folder structure in the Content
Browser, here you can find six descriptive folders--
Blueprints, Global, Maps, Movies, Starter Assets, and UI.
Let's start with the Maps folder.
Here, you can find all the relevant levels
to do your first tests.
By default, Unreal Engine opens the level, Main_Persistent,
that holds three other levels that you can see here.
The level 3D_BG holds the background for the 3D mode
and contains an HD array backdrop
and a directional light.
The AR_BG level is used when a user
is switching into the AR mode.
It holds a static lighting setup with a directional light,
a skylight, a shadow plain to receive shadows,
and a post-process volume.
The Content_Start level is the place
where we want to focus on in the beginning.
This level gets loaded by default,
together with the 3D_BG level, when the experience starts.
Right now, you only see--
if we have a look into it and change the scene to unlit--
here in the World Outliner, you see
there's only a TouchExample_BP blueprint in there,
where we will have a look into in the next section.
Now let's have a look at the Blueprints folder.
Here, you can find all the relevant blueprints
for Immersive Stream for XR to work.
Most important is the XR_Init blueprint,
where you can change the default content level and more.
In the respective subfolders, you
can find the general blueprints for AR
mode, for the Editor Utility Widget, and more.
In the UI folder, you can find blueprint widgets
and other elements that are user-interface related.
Global holds the global project data,
like a Material collection, the cube map, blueprints,
the controller, and more.
Now let's have a more detailed look at the blueprints.
In the folder Starter Assets, there's
a TouchExample_BP blueprint.
Let's have a look into that.
In the viewport of this blueprint,
you can see it has a tooltip and a mesh
with the corresponding variable name
to be able to access them programmatically.
In the Event Graph, you can see that there's already
a touch event handling implemented
that is changing the mesh from sphere to cube and back.
And it's triggering the visibility
of the tool development.
The next blueprint we look into is the XR_Init blueprint
that you can find in the Blueprints folder.
If you open it up, you can see some logic being executed
in the Event Graph tab--
running init commands, loading blueprints,
and loading the initial levels.
In the details window, you can change basic information
like the start level, for example.
Now let's talk about using your own assets.
To get started with that, you need
to import the assets into, ideally,
a new folder in the Content Browser.
In my case, I'm creating a folder called Custom.
I go into it, and then I hit the Import button
on the top of the Content Browser.
Then I select the assets.
I import everything, and wait until the import is finished.
From there, I go into the Content Browser
again, move to the folder maps, and open up the content start
map because that's the map where your content can
be placed easily.
Here, I can drag the assets into the scene.
I can move it around, scale it, rotate it as I need.
Previewing your project locally is very easy.
To preview your project, including the system UI,
you can either simulate or play from the Main_Persistent map.
Note that we created the project with a 500
by 1,000 pixel viewport.
Please keep the setting to preview the experience
as close as possible to how a mobile user would see it.
Congratulations on working with their first project
with Immersive Stream for XR.
I hope you found the video useful.
You can find all the relevant information, links,
and more resources in the video description.
I wish you a great day.
See you soon, and bye.