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Cinematic Photoreal Environments in Unreal Engine 5
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It’s time to create your first project. To do that, you have two options:
If you have installed the Engine for the first time, you probably have only one version of the Engine. In this case, both options are identical.
When you click on the Launch button, the Epic Games Launcher will be closed. It will take a while and then the Unreal Project Browser window will appear.
Figure 1.22 – The Unreal Project Browser window will open, showing the RECENT PROJECTS tab
You can open a project that was created in your library and if you don’t have any projects yet, this tab will be empty.
To create a new project, you need to browse one of the tabs on the left. Each of these tabs allows you to either create a blank project or create a project starting from a template.
Let’s start with creating a blank game project:
Figure 1.23 – The Unreal Project Browser’s Games preset tab
Let’s go over the various options in this menu:
Note:
Blueprints are a visual scripting system with a node-based interface. As with many common scripting languages, it is used to define object-oriented classes or objects in the Engine. It’s a very intuitive way to add complex code lines to your project as gameplay mechanics without the need to write code but it still is a code language that has to be learned. C++ is the most common scripting language in the game industry. To create a C++-based project, you need to compile the Engine from the source.
Note
Real-time Raytracing has an impact on performance but also on final quality. You can also follow this book with a project without real-time Raytracing but you can’t use some explained features.
Figure 1.24 – Here, you can choose the project location and name
Note
Unreal Engine projects are very heavy on local drive, in terms of both heaviness and loading time. Creating your project on a fast SSD disk is the best solution. Speaking about the name, spaces aren’t allowed. Unreal Engine also doesn’t like very long names (the maximum limit is 20 characters).
When you create a project or open a project for the first time, Unreal Engine will take some time to create everything it needs and compile all the shaders. If the loading seems to be stuck at 45%, don’t worry – it’s normal! You can check this in the Task Manager. Search for the UnrealEditor process and click on the left arrow near the process name to expand the UnrealEditor process. Here, you will find the shader compiler. It can take several minutes.
Figure 1.25 – You can check the Unreal Engine’s loading status inside Windows Task Manager
Now that we know how to create a new project from a draft, in the next section, we will learn how new project templates work and how to use them to create a new project.
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