Guides / Unreal Engine / Unreal Engine Basics: Interface and Projects

Unreal Engine Basics: Interface and Projects

This chapter walks you through installing Unreal Engine, picking a sensible first project, and learning the editor layout you will use every day. By the end, you can open a project, find assets, place actors, save safely, and run <strong>Play in Editor (PIE)</strong>.

What You Will Learn

  • How to install and update Unreal Engine through the Epic Games Launcher
  • The main editor panels (viewport, outliner, details, content, toolbar)
  • How to create a <strong>Games</strong> project and understand the default level
  • Where to set a few <strong>project-level</strong> options that prevent surprises later
  • How to run and stop your level in the editor

<strong>Time:</strong> About 5–10 minutes.

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Installing Unreal Engine

Unreal Engine is installed and updated through the <strong>Epic Games Launcher</strong>.

Step 1: Install the Epic Games Launcher

  • Go to <a href="https://www.unrealengine.com">unrealengine.com</a> and click <strong>Download</strong>.
  • Create or sign in with your Epic Games account.
  • Download and run the Epic Games Launcher installer.
  • Finish the installer and open the launcher.

Step 2: Install the Engine

  • In the launcher, open the <strong>Unreal Engine</strong> tab.
  • Click <strong>Install Engine</strong> (or <strong>Add Version</strong> if you want a specific version).
  • Choose a <strong>Unreal Engine 5.x</strong> build that matches tutorials you follow (newer is fine; just stay consistent across a course or book).
  • Leave <strong>Starter Content</strong> available when you install; you can still skip it per project.
  • Click <strong>Install</strong> and wait for the download and installation to complete.

<strong>Pro Tip:</strong> Install the engine to a drive with plenty of free space. Engine installs, derived data cache, and projects can consume many gigabytes.

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The Unreal Editor Interface

When you open a project, the <strong>Unreal Editor</strong> opens. These are the main areas you will use every day.

Viewport (Center)

The <strong>Viewport</strong> is the main 3D view of your level. You can:

  • <strong>Orbit:</strong> Hold <strong>Alt + Left Mouse</strong> and drag.
  • <strong>Pan:</strong> Hold <strong>Alt + Middle Mouse</strong> (or <strong>Alt + Right Mouse</strong>) and drag.
  • <strong>Zoom:</strong> Scroll the mouse wheel.
  • <strong>Fly:</strong> Use <strong>W, A, S, D</strong> and <strong>Q/E</strong> for up/down when the viewport has focus (behavior depends on navigation scheme).

This is where you place and move actors (lights, meshes, Blueprints, etc.).

World Outliner (Usually Right)

The <strong>World Outliner</strong> lists every actor in the current level. You can:

  • Select an actor by clicking its name.
  • Search and filter the list.
  • Organize actors into folders.

Use it to find and select objects when the viewport is busy.

Details Panel (Usually Right)

When you select an actor, the <strong>Details</strong> panel shows its properties. You can change:

  • Transform (location, rotation, scale)
  • Rendering options
  • Physics and collision
  • Any Blueprint or component settings

Changes here apply immediately in the viewport.

Content Drawer and Content Browser

In Unreal Engine 5, assets often open from the <strong>Content Drawer</strong> (a quick browser you can summon while working) and from the docked <strong>Content Browser</strong>. Both browse the same files under your project’s <code>Content</code> folder.

You can:

  • Browse folders (meshes, materials, Blueprints, levels).
  • Drag assets into the viewport to place them in the level.
  • Right-click in a folder to create new assets.

<strong>Common mistake:</strong> Dumping every asset into <code>Content/</code> root. Create folders early (for example <code>Maps</code>, <code>Blueprints</code>, <code>Meshes</code>, <code>Materials</code>) so teammates and future-you can search quickly.

Toolbar (Top)

The <strong>Toolbar</strong> at the top includes:

  • <strong>Play</strong> – Run the level in the editor (PIE).
  • <strong>Platforms</strong> / <strong>Settings</strong> (version-dependent) – Quality presets, platform targets.
  • <strong>Build</strong> – Build lighting and other data when you use baked lighting workflows.
  • <strong>Save</strong> – Save the current level and assets.

You will use <strong>Play</strong> and <strong>Save</strong> constantly.

Mode Panel (Left)

The <strong>Modes</strong> panel lets you switch between tools such as:

  • <strong>Select</strong> – Select and transform actors.
  • <strong>Landscape</strong> – Edit terrain.
  • <strong>Foliage</strong> – Paint foliage.
  • <strong>Geometry</strong> – Simple modeling and BSP-style workflows.

For your first level, <strong>Select</strong> mode is enough.

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Creating Your First Project

Step 1: New Project

  • In the Epic Games Launcher, open <strong>Unreal Engine</strong> and click <strong>Launch</strong> for your installed version (or use <strong>Library</strong> and then <strong>Launch</strong> on a project).
  • In the <strong>Unreal Project Manager</strong>, click <strong>New Project</strong>.
  • Choose the <strong>Games</strong> category and a template:
  • <strong>Third Person</strong> – Good default for camera, character, and input already wired.
  • <strong>First Person</strong> – Useful for shooters and inspection games.
  • <strong>Blank</strong> – Minimal scene; you add lights and Player Start yourself (fast, but easier to get a black screen if you forget lights).
  • Pick <strong>Blueprint</strong> if you are new; you can add a C++ module later when you need it.
  • Choose <strong>Target Platform</strong> (Desktop is the usual learning path).
  • Toggle <strong>Starter Content</strong> on if you want ready-made materials and props; off if you want a lean repo.
  • Set <strong>Project Location</strong> and <strong>Project Name</strong> (for example <code>MyFirstProject</code>).
  • Click <strong>Create</strong>. The editor opens with your new project.

Step 2: Understand the Default Level

  • You start in a <strong>Level</strong> (<code>.umap</code>). It holds actors, lighting, and references to gameplay classes.
  • The <strong>World Outliner</strong> shows default actors (for example <strong>Player Start</strong>, <strong>Directional Light</strong>, floor meshes in templates).
  • The <strong>Content Browser</strong> shows your project folders.

Step 3: First Project Settings Pass

Open <strong>Edit > Project Settings</strong> and skim these sections once (you do not need to change everything on day one):

  • <strong>Maps & Modes</strong> – Default GameMode and which map loads first for this project.
  • <strong>Packaging</strong> – Later, you will care about build flavor and staging; bookmark the page.

This pass prevents mystery spawning and wrong maps when you duplicate templates.

Step 4: Save Your Work

  • <strong>File > Save All</strong> (or <strong>Ctrl+Shift+S</strong>) saves dirty assets and the current level.
  • Save often; autosave helps, but intentional saves keep branches clean.

<strong>Pro Tip:</strong> Use <strong>File > Save Current Level As</strong> to fork a level before risky experiments.

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Running Your Level (Play in Editor)

To see your level as the player would:

  • Click <strong>Play</strong> on the toolbar (or press <strong>Alt+P</strong>).
  • The viewport switches to the game view. Movement depends on the template (<strong>WASD</strong> and mouse is typical).
  • Click <strong>Stop</strong> (or press <strong>Escape</strong>) to exit PIE.

Changes you make <strong>during</strong> PIE often do not persist unless your workflow explicitly keeps them. Save maps and assets in edit mode after you like the result.

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Mini Exercise

  • Create a <strong>Third Person</strong> Blueprint project with Starter Content enabled.
  • In the level, select the <strong>Player Start</strong> in the <strong>World Outliner</strong> and nudge it slightly in the <strong>Details</strong> panel so you remember transforms stick to the actor.
  • Press <strong>Play</strong>, walk around, then <strong>Stop</strong>.
  • <strong>Save All</strong>, close the editor, and reopen the project from the <code>.uproject</code> file to confirm it loads the same map.

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Troubleshooting

<strong>Editor is slow or unresponsive</strong>

  • Close other heavy applications.
  • In <strong>Edit > Editor Preferences</strong>, reduce viewport effects or resolution while learning on low-end hardware.
  • For large scenes, lower editor scalability (toolbar <strong>Settings</strong> / scalability controls, names vary slightly by version).

<strong>Play button does nothing or level is black</strong>

  • Ensure there is a <strong>Player Start</strong> in the level (check <strong>World Outliner</strong>).
  • Ensure at least one <strong>Directional</strong> or <strong>Sky</strong> light setup exists so geometry is visible.
  • If you used <strong>Blank</strong>, add a light and a floor mesh before testing.

<strong>Project won’t open</strong>

  • Open from the Epic Games Launcher or double-click the <code>.uproject</code> file next to your <code>Content</code> folder. Do not rely on random executables inside the engine install path.

<strong>Content Drawer feels missing</strong>

  • In UE5, use <strong>Ctrl+Space</strong> (common default) to open the <strong>Content Drawer</strong>, or dock <strong>Content Browser</strong> from <strong>Window > Content Browser</strong>.

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Summary

  • Install and update through the <strong>Epic Games Launcher</strong>; match engine <strong>5.x</strong> versions to your learning materials.
  • <strong>Viewport</strong>, <strong>World Outliner</strong>, <strong>Details</strong>, and <strong>Content Browser / Drawer</strong> are your daily layout.
  • Create a <strong>Games</strong> project, skim <strong>Project Settings > Maps & Modes</strong>, and save with <strong>Save All</strong>.
  • Use <strong>Play</strong> for PIE and <strong>Stop</strong> to return to editing.

In the next chapter, you will use <strong>Blueprint Visual Scripting</strong> to add simple game logic without writing C++.