Unreal+Engine Fast Track Unreal Fast Track Workshop One-1f9b69f8
Unreal+Engine Fast Track Unreal Fast Track Workshop One-1f9b69f8
Courtesy of AltSpace
Test Drive: Learning a new part of the engine by completing an Unreal Online Learning course.
Grand Prix: Bringing your new learning and exploration to a project you’ll add to each week.
Off-Roading and Discussion: Exploring, experimenting, and talking about what you just
learned with your team.
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Test Drive
Unreal Online Learning courses are the core of the Unreal Fast Track. Developed by Epic Games, Unreal Online Learning
is a learning platform that was created at the request of professional companies seeking to upskill their employees.
It provides the content that professionals use to learn in the industry, and you can and should learn with the same content.
Each part of the Unreal Fast Track has an Unreal Online Learning course associated with it for you and your team to
complete. The courses teach you vital parts of Unreal Engine, including introducing engine concepts, teaching new tools
within the engine, and discussing the philosophy behind many of the engine’s systems. The Unreal Online Learning site
can be found at www.unrealengine.com/onlinelearning.
Each course consists of videos and quizzes, and with the completion of each course, you’ll earn a badge on your Unreal
Online Learning Achievements page.
Grand Prix
The Grand Prix is an overarching project that you’ll be adding to as you complete the Unreal Fast Track. You will add
mechanics and systems to a game using what you learned during the Test Drive and what you will explore in the Off
Roading. In the first workshop, you will build a third-person platformer. For every subsequent workshop, you will return to
this same project in the Grand Prix section to add something new to your game. The other courses may have you create
other projects, and those should be separate, but the Grand Prix section should always be done using the project you
made in the first workshop.
1. Difficulties you encountered during the workshop, including the most confusing or difficult part
2. Discoveries you made while experimenting and exploring
3. Dreams you have about what you want to make with what you just learned, but aren’t sure how to start
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How It Works
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Learning Points
Test Drive
For the first week, you will start off with an Unreal Online Learning course called “Your First Hour in Unreal Engine.”
This course will give you a broad overview of the engine while going through the steps for making a scene and running
around inside it. You can find the course at https://www.unrealengine.com/onlinelearning-courses/your-first-hour-with-
unreal-engine. In this document, we’ve included tips and changes that have been created for some of the videos since
the course first came out. If needed, the tips and changes for each video are timestamped so you know when they are
relevant. If there is no timestamp, you can wait until the end to read them.
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Grand Prix
Using what you’ve learned so far, try creating a third-person platformer. Use the static meshes from the Starter Content
and the Infinity Blade asset pack; if you want to, you could even add more of the Infinity Blade or Paragon content
to your Level. As you’re building it, test your Level in-engine. If you fall, simply exit the PIE (Play in Editor) session and
press Play again to restart.
After you have built a third-person platformer Level, let’s add the ability to die and respawn to the game. You will be
introduced to new concepts here; so long as you follow the steps, you will do great.
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Respawning may be a bit trickier, but just follow along with the directions below and you’ll be fine.
1. Inside your project, open up your Game Mode Blueprint (we are using the ThirdPersonGameMode Blueprint).
It is located in the same folder as the ThirdPersonCharacter Blueprint.
2. When you open up the Game Mode Blueprint, there will be a note underneath Class Defaults telling you this is a
data-only Blueprint. To get to the Blueprint Editor, click the blue words “Open Full Blueprint Editor”.
3. Here you will see the Event Graph. Right-click in the graph and add an Event BeginPlay node. To add a node:
a. Right-click in the Event Graph.
b. Type in text related to the node you are looking for. Unreal Engine will show you the relevant options.
c. Find the node you are looking for and click on it.
d. Additionally, Unreal Engine will try and guess which node you want and will highlight that one in
gray. If the node you are looking for is highlighted in gray, pressing Enter on your keyboard will select it.
4. Right-click in the graph again and add a Get Player Character node.
5. Click and drag a wire from the Get Player Character node’s Return Value pin and add an Assign On Destroyed
node. (Be sure to pick the right one here! It should auto-create two nodes, Bind Event to On Destroyed and
OnDestroyed_Event_0.)
6. Connect the Event BeginPlay node’s white triangular output execution pin to the Assign On Destroyed node’s
input execution pin.
7. Off the newly created OnDestroyed_Event_0 node, connect a Delay node set to 2 seconds.
(Note: The Delay node is optional and just for aesthetic purposes.)
8. Off the Delay node, connect a Get Actor Of Class node. In the node’s Actor Class drop-down, select
“PlayerStart.”
9. From the Get Actor Of Class node’s output execution pin, connect a SpawnActorFromClass node. In the
SpawnActorFromClass node’s Class dropdown, select “Third Person Character”.
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10. From the Get Actor Of Class node’s Return Value pin, connect a GetActorTransform node.
11. Right-click on the GetActorTransform node’s Return Value pin and select “Split Struct Pin”.
12. On the SpawnActorFromClass node you created, right-click on the Spawn Transform pin and select
“Split Struct Pin”. Connect the GetActorTransform node’s Return Value Location pin to the
SpawnActorFromClass node’s Spawn Transform Location pin.
13. Right-click in the graph to add a Get Player Controller node. (Note: This does NOT say “Get Player Character
node” as in step four.)
14. Drag a wire from the Get Player Controller node’s Return Value pin and add a Possess node.
15. Connect the SpawnActor node’s Return Value pin to the Possess node’s In Pawn pin and connect the
execution wires.
16. Near the Event BeginPlay node, right-click in the graph and add a custom event and name it “Respawn”.
17. Connect the custom event to the Bind Event to On Destroyed node.
18. Back at the Possess node, drag a wire from its output execution pin and type “respawn” in the search box to
call the newly made Respawn event.
19. Compile and save the Blueprint. Your full graph should look similar to this:
20. Congratulations! You now have dying and respawning in your game. Be sure to save this project so we can come
back to it.
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This exercise is intended to help you learn and explore Blueprints just a small amount. If you were to do it the Epic way,
you could change the Blueprint graph to look like this:
Experiment with the various Actors you’ve been introduced to in this course. Try messing around with the settings
in the Details panel for the lights and post-processing effects; see what new kinds of lighting you can create by
adjusting various settings. Explore and share with your teammates some of the interesting settings you’ve found.
Next, in the ThirdPersonBP folder, you’ll find another folder labeled “Blueprints”. There, double-click
ThirdPersonCharacter, and it will open up the ThirdPersonCharacter Blueprint. In the Blueprint Editor, on
the left side, find the Components panel. There, select the CharacterMovement component. After selecting
it, you will see the Details panel on the right side show you all of the character movement settings.
Try changing settings in the Character Movement (General Settings), Character Movement: Walking, and Character
Movement: Jumping/Falling sections. See how changing the numbers and checkboxes affects your character in-game.
Think about the game feeling you might want. For instance:
Play around with the settings and create an experience for your teammates. Play each other’s Levels and discuss
the following:
• Difficulties: What was the most difficult or confusing part of this week’s workshop?
• Discoveries: What were some interesting, fascinating, or exciting things you discovered while making the Level
and adjusting the character movement?
• Dreams: What ideas for mechanics and systems have popped into your mind while doing this week’s workshop?
Discuss how you might be able to create those with your current knowledge.
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CONGRATULATIONS!