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Learn: The profession of Game Developer on Unreal Engine from scratch to Middle
Learn moreWe are pleased to present a new series of lessons on Unreal Engine 5. In the previous In this issue, we discussed the Unreal Editor installation process and selecting project templates. In this article, we'll take a detailed look at the updated editor interface and the basic principles of viewport navigation. This knowledge will help you effectively work with Unreal Engine 5 tools and optimize your workflow.
This guide is based on version 5.4. This edition includes up-to-date information and recommendations necessary for effective use of the product. We strive to provide users with the most comprehensive understanding of the system's functionality and capabilities. Check out the key features and improvements introduced in this version to optimize your experience with the software.

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Unreal Engine 5 Tutorials: Client Installation, Template Selection and project setup
Unreal Engine 5 is a powerful tool for creating games and interactive content. In this guide, we'll cover the client installation process, choosing suitable templates, and the basic steps for setting up a project.
The first step is installing Unreal Engine 5. To do this, visit the official Epic Games website and download the Epic Games Launcher. After installing the launcher, you can select Unreal Engine 5 from the available versions and start the download. Make sure you have enough disk space and that your computer meets the system requirements.
Once the client is installed, you can start creating a new project. Unreal Engine 5 offers various templates, such as "Game Project," "Architectural Visualization," and "Movies." The template you choose depends on your goals and the type of project you want to create. For example, if you're developing a game, choose the Game template, which already includes the necessary settings and elements.
Setting up a project is an important step. After choosing a template, you will be able to name the project, select a directory to save it in, and configure settings such as the target platform and graphics quality. These settings will allow you to optimize the project for your specific requirements and improve performance.
In conclusion, installing the Unreal Engine 5 client, choosing templates, and setting up a project are key steps to getting started successfully. By following these recommendations, you will be able to effectively launch your project and begin creating unique content using the capabilities of Unreal Engine 5.
Editor Interface
In the new version of Unreal Engine 5, the editor interface has been redesigned compared to Unreal Engine 4. It has fewer large icons, making the workspace neater and more organized. Toolbars are now more structured, and a search bar has been added to each settings tab, making it much easier to find the options you need. Despite this, Unreal Editor 5 has increased the number of tabs and panels, which provides users with more options for customization and work. Let's take a closer look at these changes.

In the fourth version of the editor, the main menu is located at the top of the interface, which includes the main tabs. This menu provides access to all key functions and settings, which simplifies navigation and working with the editor.
- File. Saving, opening, exporting a project.
- Edit. Restoring operations, general editor and project settings.
- Window. Showing or hiding various editor windows.
- Tools. A set of functions related to programming and debugging.
- Build. In this tab, you can compile lighting, create reflection captures, check the current level for various errors, connect hierarchical levels of detail (HLOD), and many other operations.
- Select. Contains various options for selecting components in the current level.
- Actor. Operations with selected objects or elements. If nothing is selected in the level, the menu will be empty.
- Help. A set of useful links to official resources (documentation, developer community, video tutorials, forum).
The Tools, Assembly, Selection, and Actor tabs are contextual and include functionality specific to your project. These tabs are only available when you open a pre-created level in the editor. This approach streamlines your workflow by providing only the necessary tools for a specific task, greatly simplifying the creation and editing of game levels.
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After localization in Update 5.4, you may encounter difficulties adapting to the new function names. In this case, you can change the Unreal Editor interface language. To do this, open the Edit tab and select Editor Preferences…. Then, go to the General section and find Region & Language, where you can change the language to your desired one. This will simplify the work with the editor and improve interaction with the updated interface.
Below is the main toolbar, containing many icons for easy access to functions.

In this text, the floppy disk icon, used to quickly save the current level, and the explorer icon, which provides quick access to the current level's main directory in the resource catalog, are highlighted in red. Please note that the second icon will only appear in the interface if the project contains a level, i.e., a map. This allows users to effectively manage their data and quickly return to the sections they need.
To the right of these icons is the Selection Mode. This tab, highlighted in blue, provides quick switching between different content editing modes. Using the Selection mode allows for easy and efficient control of the editing process, significantly simplifying working with text and other content elements.
- Select — object/actor selection mode.
- Landscape — landscape editor.
- Foliage — foliage editor.
- Mesh Paint — vertex and weight coloring, as well as texturing.
- Modeling — built-in 3D object modeling mode. By default, the modeling mode is not available in the Unreal Engine 5 editor and must be enabled via a plugin. Open the Edit tab — Plugins. Then type Modeling in the search bar, after which Modeling Tools Editor Mode will appear in the list. We tick it and thus enable it.
- Fracture is a mode that allows you to create simulations of the destruction of objects using various algorithms.
- Brush editing is painting by vertices.
- Animation is a mode for working with animations.
The level editor has three quick access shortcuts, marked in yellow. The first shortcut is designed for adding various assets to the level, which significantly simplifies the content creation process. The second shortcut opens access to blueprints, providing the ability to work with visual scripts and gameplay logic. The third shortcut is used to integrate video sequences or cutscenes (cinematics) into the current level, which adds dynamics and visual variety to the game.
The player buttons, highlighted in green, allow you to launch the game directly in the editor. The button with ellipses opens the settings menu, where various project launch modes are available. For example, you can preview the mobile version, which loads in a separate editor client, or launch the level as a standalone game. This section also provides additional settings for selecting the game's starting point and multiplayer options, if available.
The Platforms tab, highlighted in purple, is used to configure the project for various platforms. The Settings section, highlighted in white, contains general settings for both the editor and the viewport, allowing you to optimize your workflow and improve the user experience.
By default, the center of the editor contains a viewport window that displays the contents of the current level. This window has several display options, allowing users to customize the visualization based on their preferences.
- Perspective — 3D navigation mode.
- Orthographic — 2D mode with different viewing angles that can be switched between: Top, Bottom, Left, Right, Front, Back — that is, all perspectives similar to drawings.

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Sometimes, the Unreal Editor may experience issues displaying Orthographic mode in the viewport. This is often due to the default zoom level being set too high, causing the level to appear too far from the camera. To resolve this issue, simply select any static level element in the Outliner. The zoom level will then automatically adjust, making navigation within the level area accessible. This simple step will help you work effectively with a project in Unreal Engine.
- Cinematic Viewport - this mode is convenient when setting up cutscenes, as it displays the image taking into account the parameters of the in-game camera.

The Lit tab offers not only display settings for various lighting parameters, but also additional rendering modes, such as meshes, levels of detail (LOD), collisions, and Lumen and Nanite technologies, if available. The Show button allows you to easily enable and disable various elements in the level. Scalability provides quick access to graphical settings in the viewport, allowing you to optimize performance and rendering quality depending on the needs of the project.
The tools located on the right side of the viewport are designed for object manipulation, including rotation, translation, and scaling. They also offer more specific functions, such as switching the coordinate system and adjusting the grid scale. Additionally, these tools allow you to manage general settings, such as camera speed and the use of multiple viewport projections. These features significantly simplify working with 3D objects and improve modeling efficiency.
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Users of AMD graphics accelerators may notice that when switching to the viewport, their video card starts working at maximum capacity. This occurs because the frame rate is not capped by default in the game engine. To reduce the load on your graphics card, go to Edit - Project Settings - Engine - General Settings. Then scroll to the Framerate section and check the Use Fixed Frame Rate box. In the Fixed Frame Rate field, you can set the desired value, typically 60 frames per second. This will help optimize your graphics card's performance and improve overall application stability.
The Content Browser contains all elements of the current project, including levels, assets, materials, Blueprints, and sound effects. You can access the Content Drawer from the Content Drawer. To dock it in the editor, use the Dock in Layout button located in the upper right corner next to the Settings button. Pinning the window to the editor structure will allow you to constantly see all project resources, which will make them easier to manage and access.
To optimize working with resources in your project, you can create multiple Content Browsers and open them in separate windows. This allows you to display multiple resource groups simultaneously, greatly simplifying their management and editing. You can access these windows in the section of the same name on the Window tab. Using multiple Content Browsers improves your workflow, allowing you to quickly find and organize the necessary elements of your project.
In the upper right corner is the Outliner window, which displays all level elements in a hierarchical order. This outliner in the Unreal Editor is similar to the interfaces of 3D modeling programs such as Blender. In this window, you can control the visibility of objects using the eye icon, and open a context menu by right-clicking. In addition, users can create, move, and delete content folders, which simplifies project organization and allows for efficient management of level assets.

Below the Outliner section is the Details section, which displays the settings and properties of each object or actor. In this section, you can find information about materials, coordinates, physical properties, and levels of detail. This data plays a key role in managing and optimizing objects in the project.
At the bottom of the editor (No. 7), in addition to the already mentioned Content Drawer, there are additional tabs. These tabs provide access to various tools and functions necessary for effective content editing. Each of them plays an important role in the process of working with the editor, allowing users to easily find and manage the necessary resources.
- The Output Log is a debugging tool that records actions while the application is running.
- Cmd (Short for Command Console) is the command line. To find a list of available commands, enter help in the line. Pressing the Cmd key directly will display a list of available operators.
- Trace — profiling settings.
- Derived Data — cached data statistics and settings.
- Source Control — shows the project's link status using any source code (for example, from GitHub or Perforce). By default, the project's Source Control status is Off.
For ease of use, all editor panels, with the exception of panels #1, #2, and #7, are movable. By holding the left mouse button on the upper left corner of the window, you can move it in any direction, similar to actions in a standard web browser. As you move the window, a frame will appear indicating its new position. If you drag the window to the center of the screen, it will become self-contained and open in a separate tab. To return the panel to the editor structure, simply drag it by the upper left corner and place it in the desired area. If you accidentally close the window, don't worry: you can restore it by checking the appropriate box in the "Window" section. (Window) in the main menu (panel No. 1).
Navigation Basics
Moving around the viewport is most conveniently done using the mouse. Holding down the left mouse button moves the camera along the horizontal plane of the level. Holding down the right mouse button rotates the camera. Pressing the middle mouse button simultaneously or holding down the left and right mouse buttons rotates the camera in both the horizontal and vertical planes. Scrolling the mouse wheel moves the camera forward and backward within local coordinates. This control provides convenient maneuvering and precise adjustment of perspective.
Pressing the Alt key causes the camera to rotate around the specified point. These actions are familiar to users of the Autodesk Maya interface. Alt + left mouse button (LMB) rotates the camera horizontally around an axis or a selected point. Using Alt + right mouse button (RMB), you can move or zoom the camera relative to that axis or point. These tools make it easier to work with 3D models and allow you to more precisely control the perspective in the scene.
In the viewport, you can control movement using the WASD keys, but only while holding the right mouse button. The Q and E keys work similarly, allowing you to lower and raise the camera. The Z and C keys adjust focus and field of view (FOV). This control method is very convenient, as navigation is carried out according to familiar gaming principles, which makes it easier to master the interface and increases the comfort of working with 3D objects.
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In addition to letter keys, you can also use the right mouse button (RMB) while holding down the keys on the numeric keypad and the arrow keys on the keyboard. This allows you to perform various actions and improves navigation in applications and games.
Focusing on a specific object or actor is done using the Alt keys and the left or right mouse button. When using this combination, the camera rotates around the selected object, allowing you to examine it in detail from different angles. This tool is convenient for working in 3D spaces and helps users better navigate the scene.
You can focus on multiple actors simultaneously by selecting them one by one using the left mouse button while holding down the Ctrl key. Make sure the standard object selection mode is activated in the viewport; for quick activation, use the Q key. You can also select a group of objects in orthogonal mode. This will allow you to effectively manage several elements simultaneously and optimize your workflow.
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For optimal camera scaling and rotation around selected objects, we recommend going to the settings. Open the Edit section, then select Edit Preferences. Next, go to the Level Editor section, then select Viewports. In the Controls section, check the boxes next to the Use distance-scaled camera speed and Orbit camera around selection options. This will provide more precise and convenient interaction with your projects.

Basic Interactions with Objects/Actors
Basic object operations in Unreal Editor include moving, rotating, and scaling. These three modes are located in the upper-right corner of the viewport, providing convenient access and ease of use. Moving allows you to change the position of objects in the scene, rotating changes their orientation, and scaling changes their size. Mastering these functions is a key step in working with Unreal Engine and creating interactive projects.

Transformation of objects is carried out along three axes: X, Y and Z. Users can perform all operations not only with the mouse, but also using the keys on the keyboard. To move objects, use the W key. Hot keys to control the transformation in mode: Ctrl + LMB for the X axis, Ctrl + RMB for the Y axis and Ctrl + LMB + RMB for the Z axis.
The E key is responsible for activating the rotation of the object. Hot keys for rotation are similar to those used for movement.
The R key scales the object. Hotkeys retain their functionality, but they scale the entire object. To resize an object along a specific axis, hover the cursor over that axis and, while holding down the left mouse button, manually resize it. If you hover the cursor over the space between two axes, you can resize both axes simultaneously.
The exact coordinates and dimensions of objects can be configured in the Details section. This feature allows users to have more precise control over the placement of objects and their dimensions, which is especially useful when working with map data or projects that require a high degree of accuracy. Setting these parameters in The Details tab provides maximum efficiency and precision in working with objects.

Additional Viewport Shortcuts
There are a number of hotkeys that affect the display of a level in the viewport. These keyboard shortcuts allow users to quickly adjust the visibility and settings of a level, significantly streamlining their workflow. Using hotkeys not only saves time but also increases the efficiency of working with the interface. Understanding these shortcuts can be an important aspect in mastering the software and improving the user experience.
The G key displays the level contents without the graphical interface, excluding objects, lights, cameras, and other elements. In the current project, for example, the road was created using curves. Pressing G removes the road outline grid, allowing you to better focus on other aspects of the level. This functionality is useful for developers, allowing them to analyze the scene without visual clutter.
Alt + P is a command for running a real-time simulation of the project. It performs the same function as the player in the top toolbar. Use this combination to quickly check how your project works in dynamic mode.
F11 is a key that allows users to view web pages in full-screen mode. Using this feature helps focus on the content by eliminating distracting elements interface. Full-screen mode is convenient for watching videos, reading articles, or working with graphics, as it increases the available screen space. To exit full-screen mode, simply press F11 again.
In the next part of our series, we will take a closer look at the features of working with the Resource Catalog (Content Browser). We will also discuss the settings in this section and explain in detail the process of loading assets into the editor. This information will help you effectively manage resources and optimize your workflow.
Unreal Engine Game Developer Profession from Beginner to Middle-Level
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