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(Wes Bunn) Hey everybody, welcome back. So in this video, we are going to be doing some
geometry layout. The first thing that we are going to need to do is create a new project.
To do so, we are on the Unreal Project Browser here and the New Project tab. We are going
to use a template for this video series. So go ahead and make sure the Blueprint First
Person template is selected. This will give us a character that can run around, jump,
shoot, and do all of those kinds of cool stuff for us, so make sure that is selected. Also
make sure that starter content is enabled. It should be enabled by default, but if not
you can click it, and choose With Starter Content. This will allow us to add some props
and things to our level once we get near the end of the video series just to make our level
look a little prettier. With that, choose a save location for your project, go ahead
and give it a name, and then hit Create Project. I already have a project, so I am just going
to pop that up so you don't have to watch my project loading. While yours is loading,
let's talk about what we see here. When your project opens, you will be presented with
the First Person template map. Let's go ahead and hit Play; you will see I have a character
that can run around, shoot, and jump just like we wanted. So that is perfect. There
is one thing that we wanted to make a change to really quickly. Because we are trying to
create a realistic environment, we are going to go ahead and hide this blue man here. If
you can see the blue hand and blue gun there; we are going to hide that because it kind
of kills our immersion. It is quick and easy, so let's go ahead and do that. So with your
project open, go to the First Person Blueprint folder and the Blueprints folder inside of
it, and double-click the First Person Character Blueprint. It will take a second to load up
and when it does, you will presented with some script for the character movement and
shooting. We are not going to worry about any of that, we are just going to go over
to the Viewport tab here. If I zoom out a little bit you can see we have our Player Camera,
the Collision, and the Mesh. Up in the Components window in the upper left, we
are going to select the Mesh1P; that is our character's arms and everything there. Then
in the upper right in the Details panel, we are going to go ahead and search for owner.
That will give us two options: Only Owner See which is kind of self-explanatory, and
Owner No See which is unchecked, but we are going to check this so we do not see this Mesh when
we play. So we are going to hit Compile and Save, and then close the Blueprint. Just a
quick test to make sure that works. Yes, it does. So we do not see the blue character anymore,
but we can still shoot and everything so we are good for our PlayerCharacter. So hit Esc
to pop out there. We could start building our level now. We
could start building from this existing map here, but we are going to create a brand new
level for us to work with. Go up to File up here and select New Level.
Now we are presented with two options here. We are presented with an empty level, which
is completely blank. We have the default level, which gives us a skybox, some sun, and some
other things so go ahead and select the default. Don't worry about saving content for this
map. There we go, here is our new level; it has some clouds in it, a sun, and some
fog and we are good. Let's go ahead and select the PlayerStart; we are going to kill this. Hit
delete; we don't need that for now. We are going to delete the floor as well because
we are going to add our own. With that, let's go to the Modes panel here and make sure that
we are in Placement mode by clicking this first tab here which is the default option.
Go ahead and select the BSP tab here and drag a Box brush into your level.
This is going to be our floor, so let's make some adjustments to this in the Details panel
over here. Let's change the X, Y, and Z values for this. For the X, let's set this to 500.
For the Y, let's set that to 500. For the Z, let's set that to 20 because we don't need
a very thick floor, we just need a floor. There we go; there is our first floor piece.
One thing before we continue, if you can kind of pick this up in the video. I don't know
how apparent it is on the video, but surrounding our level here is this grid. This just makes
level construction a little bit easier and it helps makes sure things are aligned by
snapping things to this grid. As I move this piece here, you can kind of see that it snaps
in increments here. We are actually going to change that value and you can do so in the upper
right up here. We are currently set to 10. We are actually going to change that to 50,
and now we can see our grid a little bit better. I am going to re-select our floor piece here
just really quickly. I need to make sure that this piece is actually snapped to our grid,
so I am going to hold Ctrl and press End. You see it kind of jumped a little bit;
that made sure that it was snapped to our grid. If I hit Ctrl+Z currently it isn't,
but if I hit Ctrl+End together, there we go and now it is snapped to our grid.
So we are ready to continue now; we have our first piece here. Go ahead and hold Alt and
grab this green arrow here and just drag it to the right. That is going to create a copy
for us and now we have two pieces. Let's hold Ctrl and select the other piece so that we
have both, and do that same procedure. Just hold Alt and drag this red arrow to the left
here so that we have 4 pieces. So this is a good foundation for our floor here. We have
4 pieces. We could have just dragged in one Box brush and made it this size. Doing it
this modular way allows us a better way of applying Materials later because we can place
one Material on this, one Material on this, or do this side as one Material. If we did
one big Box brush then we would have had one Material, but we want some variety so this
is a good start. So let's go ahead and start adding some walls. Select a floor piece here,
hold Alt and drag it into the air. We could press E here and we could rotate it 90° like so.
That looks like a wall to me, but we are going to do it a little bit of a different way
here. I am going to hold Ctrl+Z to go back and W to switch back to the Move Tool here.
We are just going to punch in the values for these, so that we get the exact measurements
we want for our wall. I am going to make some changes in the Brush Settings here. I am going
to set X to 500 and leave that as it is. For the thickness of our wall, I am going to change
the Y to 20. For our height, I am going to set Z to 300. So there is our wall piece there.
Let's grab this green arrow here and drag it to the left so that it is flush with our floor. Let's see,
are we lined up on the side there? No. We are going to have to make some changes
to our Grid Snapping Value, so let's click that again and bump that to 10. Let's try
and see if it lines up now. That looks good. It is up in the air a little
bit here, but it looks like it is aligned with the floor. Another keyboard shortcut
here is with my piece selected, is if I press End by itself.
If you recall Ctrl+End snaps it to the grid. But If I press End by itself, that will snap it to the floor.
So if I have a piece
way up in the air like this, I can just press End and it snaps it right down to the floor
piece below it, which is a quick handy tool. It doesn't look like it is flush with the
edge here, so I am going to move it over a little bit. There we go.
Okay just like we did before, let's hold Alt and grab this red arrow. Drag it to the left
so that we have the wall there. Again like we did with the floor, I am going to hold
Ctrl so that I have both pieces selected. I am going to hold Alt and drag that across.
There are our outer wall pieces. Okay, one thing that we need to do now is if you see this
little sun icon here, go ahead and select that. You can see that this white arrow here
indicates the direction in which our sun is pointing. We want to move that to the other
side there. There is a neat little trick you can do. If you hold Shift while moving an
object, you can see that it is moving the camera and the object at the same time, which
is kind of handy. We could have moved the object and then moved the camera, and then
move the object and move the camera. Or we could zoom way out; this is equally as
viable of an option. But if there are situations where you want to be in tight and you want
to move the camera and the object at the same time, just hold Shift while you are moving
and that will allow you to do so. So I am just going to move this over; it doesn't
have to be anywhere in particular, just so that it is pointing in this general direction.
That is good. So we are actually going to leave this side
open and we are going to add walls on this side. Let's select a floor piece here. I am
going to hold Alt and drag it up into the air. I am going to punch in some values for
this. Let's set the X to 20, the Y to 480, and the Z for our height to 300 as well. So
there is our wall piece. Let's grab the red arrow and drag it to the edge here. That looks
good. I am just going to pop it up into the air and press End. There we go. That is on
the floor. It looks like it is clipping into the wall a little bit, so grab the green
arrow and just bump it over. There we go. Let's hold Alt, drag the green arrow, and
move it over so we have another one. There we go. So we have three walls and our side
that is going to be open. With this piece still selected, go ahead and select the outer
walls by holding Ctrl and clicking on each of the outer walls here. We are actually going
to raise the roof a little bit here. So hold Alt, click this blue arrow and drag it up
into the air; it doesn't matter how high. Press End and that will snap it down to the
pieces below it, which is perfect. We left this area open for a reason. We are actually
going to extend this piece out so that it is flush with this edge here so we get a little
bit of an overhang in here. So to do that, I am going to press Esc to deselect everything.
We are going to go to the Modes panel over here. We are going to click this icon here
for Geometry Editing mode. This will allow me to edit these Brushes here. So with this
mode enabled, I am going to click this Brush and then I am going to click this face so that
it is highlighted. Now I am going to grab this green arrow, and just drag it over as if I
were moving it so that it looks like it is flush. That looks pretty good.
Press Esc a few times to deselect it. There we go. Now we have a little bit of an overhang
there. Let's go back to Placement mode by clicking the Place button so that we are in Placement
mode. Let's hold Ctrl and grab this floor piece, this floor piece, and this floor piece.
We are going to drag these up and make a roof. We don't need this piece because this is already
there for our roof. With those selected, I am going to hold Alt and drag these pieces
up. It looks like it is flush with the edge there, which it is. That looks good. There
is a little bit of a lip here, which is probably fine. I could leave it like this, but I am
going to be super picky and fix that. So I am just going to go to Geometry Editing. I
am going to click this Brush, then click this face, and drag that up like so. There. I just had
to fix it; it was bothering me. So there we go. There is our blocked out level. We are
probably going to stop here, but I did want to illustrate one thing before we close up
this video. Let's go back to Placement mode really quickly before I forget. We are actually
going to build our level and our lighting because I wanted to illustrate something really
quickly. So go ahead and click Build up here on the Main Toolbar. This will take just a
second while the lighting builds. Once our lighting is built, you can see that we are
now getting shadow coming in from the light here and our area inside here is pretty dark.
So if I were to fly in here actually though, there is one thing that occurs. It may take
a second on the video to kind of illustrate this. You can kind of see how it gets a little
bit brighter when we are in here. If I zoom out, now it looks like it is really dark
but if I zoom in here, it kind of brightens up. That is because some eye adaptation is
occurring. While this is cool, for gameplay purposes going from indoor to outdoor areas
and having your eyes adjust as it would in real life may not be as useful while you
are building your levels and are trying to do some lighting; it might kind of get in the
way of your construction. It is just a workflow thing depending on how you want to do it.
You can turn this off actually if you go to the Lit option up here and you go down to
the Exposure. Go ahead and click Fixed at Log 0; that will turn that off. So if I go
to a dark area, it will stay dark. If I come from light and go into dark, it
will stay dark now which is one method of working. Okay, the final thing that I wanted
to mention for this video is just again another workflow thing. You don't have to follow along
with this, but I thought I would mention it. Inside my level here if I hold L and I Left-click
somewhere in here, there we go. I may have to do it a couple of times; I'm not sure why
that is, but if you hold L and Left-click it will create a light for you. So you can
have a temporary work light if you were back in here and you wanted to do some stuff but
it was too dark to see what was going on, you can have a temporary work light. If you
go to this little drop down up here, you could also Lock Viewport to Actor. Our Point
Light is selected, so we could lock it to our Point Light. Now as I fly around, we have
this little light attached to us which is kind of like a helmet with a light attached
to us. That is kind of cool because we can come in here and do some work and then fly
back out. It is kind of like the eye adaptation thing, but because this is a light placed
in our level we can change the settings: we can brighten it up, we can make it dark, or whatever
we want. It is just another way of working, so I thought I would mention that. So with that,
let's actually break here. In the next video, we are going to create the windows and doors.
Let's go ahead and wrap this video up and we will see you in the next video.
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