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Intro to Level Creation: Geometry Layout | 02 | v4.7 Tutorial Series | Unreal Engine

Intro to Level Creation: Geometry Layout | 02 | v4.7 Tutorial Series | Unreal Engine


♪♪♪ (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. ♪♪♪ ♪♪♪ ♪♪♪

Comments (61)

  1. So I am fairly new to this and when i first opened my project file, I could not search content on the bottom it only gave me an option to search game and I could not find first person blueprints. do you know how i can make this appear. Its not important off the bat but eventually to get mine to look the right way i would need to know. thank you.

  2. create temp work light -> hold L and double left click(not single left click as the video says)

  3. where is the "END" key?

  4. To get this is it free?

  5. Wes you are a genius and I really do appreciate the tutorial. I followed thru the complete series with only one bit of trouble. I missed the changing of the door from Static to Moveable and it took me 10 minutes of head scratching and rewinding the video to find the instruction. Other than that I am very pleased with the result I have.

  6. much easier then Unity

  7. lock viewport to actor –  not found in version 4.8

  8. Hey, the yellow outline when I move an object has disappeared. Like when you move an object, there's a yellow line giving you sort of a preview of where you're about to place the object?

  9. What is the limit on this thing?

  10. End is a word. N is a letter. N doesn't snap it to the grid. Thankfully someone in the comments mentioned that it is end not N as you are saying.

  11. For some reason the option to "Lock Viewport to Actor" does not appear in the little drop down menu in the upper left hand corner of my perspective view. Is there a setting that I have to change to add it to that drop down menu or what?

    EDIT: I'm silly, Ronald Fernandes already solved the issue. 😛

  12. running 4.8.1 and the shortcut where i press end to snap a wall piece to my set floor does not seem to work. did something change or am i doing something wrong

  13. Does anyone know how to increase the graphics settings, because on my computer they look crap compared to the tutorial

  14. I can't seem to get the rotation camera right

  15. Okay, you already completely lost me at Brush Settings. I'm using version 4.8.3, and there is no clear way to find Brush Settings anywhere. Where are they? I have an actor selected, the original piece I used to build my structure like you did, and there are no such Brush Settings anywhere. Where are they? How do I put them where they belong? I can't crop out windows and doors without them, so I'm stuck at the very beginning.

  16. For scaling purposes, what do those scale values you entered equate to in real world units of measure? Centimeters? Inches? Feet? Meters? I ask because I'm trying to create something true to scale.

  17. How do you get the BSP to change geometry in real time? I have to click on build geometry every time I change the size of the BSP box

  18. If your having trouble making the gun mesh invisible, you will have to also make sure the gun mesh is checked off as "owner no see"

  19. Ctrl N brings up the new level.

  20. thank you for doing a tutorial series

  21. +JonathanBrandow thank you

  22. For some reason it wont let me hide the first person character?????

  23. I cannot find the option to lock camera to actor

  24. combining sketch up and UE4 is superb!

  25. having basic mapping skills is slightly essential, although going from Hammer editor to this was.. quite the jump!

  26. coool, possibly cooler than hammer world editor

  27. Its very annoying (for a level designer beginner) snapping perfect the walls each other, everytime some walls are overlapping or not touching with others, but thanks for the tutorial in any case!

  28. Very cool tutorial, but anyone know which key to drop stuff on the floor? Nothing happened with N

  29. Ctrl + End does nothing for me.

  30. Also you need a update.

  31. To Drop Stuff onto the surface you working on, press the End Key on your keyboard.

  32. OK so after a lot of frustrating searching I think I MAY have found out the issues with the whole Ctrl end/n nonsense and hopefully can clear it up for others. Simple answer: THE GRID TEMPLATE DOESN'T ACTUALLY EXIST!!! What I was trying to do and what I assume a lot of others were trying to do was to get the single box to snap to the grid as if it were a floor. Its a very small, stupid detail that really bugged me. Also ctrl-end will snap the actor to the relative grid point while just end will drop the actor to the floor below (If there is one).

    I tested this by adding another floor directly above the current one and hit the "end" key and voila! Hope this clears things up. I know it bugged me! Here is the link to where I found the answer.

    https://answers.unrealengine.com/questions/19979/editor-snap-to-grid-broke.html

  33. so allright,pretty much the first thing to do there and i cannot manage-by following the tutorial for hiding the mesh —nothing really happens,doesnt work for me,what shall i do then?

  34. why people are not seeing these? I see tons of pretty cool very valuable information there..

  35. Ctrl + End does nothing for my object. Pressing end doesn't attach an object just above another; instead it makes my camera go all funny.

  36. I can't see the dimension tool to adjust the size like the video? Does anyone knows where is it?

  37. This dude is awesome… straight to the point and you don't have to fast fwd through some stuttering moron telling his life story for half the video.

  38. I can still see the hand and the gun after doing the steps 🙁 Any help?

  39. Can't lock actor to viewport I don't have the option for some reason

  40. The "lock viewpoint to actor" is missing guys, I figured out that you can right click on the light and select the "pilot" option to do the same thing.

  41. My shadows arent coming out as dark or evident as yours. Ive tried re-positioning the directional light and rebuilding the level, but there is almost no change. Any suggestions would be appreciated!

  42. 3:30 In the placement mode options I don't see anything labeled "BSP." I have Recently Placed, Basic, Lights, Cinematic, Visual Effects, Geometry, Volumes, and All Classes. I am running version: 4.12. Is "Geometry" the new name for the old "BSP" option?

  43. 10:30 You just click the brush? I have that mode on, but when I click the shape, it just selects it. Someone help please?

    EDIT: What I'm trying to edit is a Cube. Maybe that's the problem somehow…? I mean, I can't find anything that says that it's a "brush" in the details… It says "StaticMeshActor" and its icon in the World Outliner (up-right corner) is a house. But then, where do I get a BoxBrush like in the video?

    EDIT 2 (solved): Nevermind, I went back to minute 3:30 and there isn't a "BSP" option in mine, but there's a Geometry option and I think it's the same.

  44. Mine's coming up as 2p not 1p and making the gun invisible doesn't work either.
    wtf I haven't even started and I'm coming into issues.

  45. If you have problems seeing in the dark select unlit (Alt+3)

  46. 12:17 Automatic Exposure is not working for me.. it still remains black when I´m near the walls…
    (this is configured Automatic in Exposure)

  47. how do you navigate so quick. I worked at sketcup and mouse controle are great, here i cant get use to navigete with my mouse at all 🙁

  48. What button do you press to snap the brush to the grid if you're using a Mac?

  49. Appears they removed Lock Viewport to Actor in 4.16

  50. e shibal loma yabuly gga nya

  51. Thanks for the great tutorial.I'm new to the engine and I still have a few questions I'd like to ask.I know that 'end' is the hotkey for snap it to the floor, but how about Mac keyboards?I'm using an Italian Mac keyboard ,and I can't find the end key.There is no page down  or page up either.And I'm using 4.18 now, when I select the object in the engine, the selection area becomes thick yellow,  and I can't see the placement of the object clearly…How can I change it ? When I select the edges of the geometry, it works just fine like it is in the video.I also can't use 'z' and 'c' to zoom in or out.It's so confusing…Do you have tutorials for Mac users?

  52. If you use a mac, the equivalent End key alone will be fn+right arrow. If you want to snap the grid, I tried with Ctrl+alt+up/down arrow and they worked 🙂 Command can do multiple selection rather than ctrl. (I use a 2015 mac right now and hopefully this would help.)

  53. Im in Unreal engine version 4.21 and im unable to get the point at 13:55 , when I right click on the actor (bulb) I see Pilot 'PointLight 1' but its greyed out. I can't select it. Plz help

  54. "Fixed at o" does not fix it for me, it still becomes bright.

  55. I have a question were is the END key

  56. lock viewport to actor is not there on the list

  57. lock viewport to actor is not there on the list

  58. Why "lock viewport to actor" option have been removed? ;_;

  59. 10:32
    I am using UE4.22, anyone knows why I cannot select the surface? It works with the vertices of the surface

  60. what is the unit of the x,y,z in the brush settings? 500 means 500 cm or inch or meter?

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