WEBVTT

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Welcome.

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All right.

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So I have my start up project here.

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It's called Aura.

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And so far it's just a blueprint project.

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It doesn't have any cplusplus classes or files.

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It doesn't have a Visual Studio solution or anything like that.

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What it does have is assets and we'll be using these assets throughout the course.

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Now we can take a look at those by opening Aura, and this is what the project looks like.

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I have an input device detected warning.

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I'm going to go ahead and check that checkbox.

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So we don't see that again.

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And we have just a basic level called startup map.

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And in the content drawer I see that I have an assets and a maps folder.

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There's that startup map.

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It's set as the default map.

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If we go to edit and project settings and maps and modes, we see that it's the editor startup map as

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well as the game default map.

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So that's the only map in our project so far.

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And we have the assets folder which contains all of the assets that we'll be using throughout the course.

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So I encourage you to take a look at those.

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If you'd like to see which assets will be using as we develop the project, the character for the course

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is going to be Aura.

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Here's her skeletal mesh.

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As you can see, it's rigged to the epic mannequin hierarchy, and Aura is quite detailed.

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And we also have some animations for Aura, which we'll be using in her animation blueprint when we

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set that up.

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So we'll get to all that soon enough.

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But if you like, take some time to go through the assets and see what we've got.

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Now, this video is really just our project setup.

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We're going to set some preferences, fill out our copyright notice and things like that.

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Now you can use whichever you choose throughout this course that's compatible with Unreal Engine.

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I'm going to be using Jetbrains Writer.

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So what I'd like to do is go to edit and editor preferences and search for source code and find source

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code editor.

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I like to keep my source code editor setting to writer project, so I'm making sure that that's what

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it's set to and I can open my project with writer in order to edit the source code.

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So that's one setting that I'd like to set.

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Now I'm also going to be developing this project with live coding disabled, so I'm going to go back

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to editor preferences and search for live coding and uncheck enable live coding.

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I've found that things work smoothest when I work without live coding, so I'm going to compile from

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the IDE directly every time.

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Another setting that I'd like to change is automatically compile newly added C plus plus classes.

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This is under hot reload.

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I'm going to uncheck that.

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I don't want Unreal Engine automatically compiling anything.

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I want full control over that.

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So that's the setting that I prefer.

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Feel free to follow along.

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Exactly, if you like now, because I'll be using writer.

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I need to go into edit and plugins and search for writer and we can see that writer integration is checked.

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And finally I'll go back to Project Settings and I'm going to fill out my copyright notice as this results

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in a very annoying comment at the top of each of our header and CPP files.

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So I'm just going to say copyright Druid mechanics as that's my company and you can fill this out with

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anything you like here.

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I would just like this to be different than that default message that it was at before.

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Now, one last thing that I'd like to set is I'm going to go into edit editor preferences again right

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here under general appearance, and I'm going to make sure Asset Editor Open location is set to main

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window when it's set to default.

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Then every time you open an asset such as a blueprint, it opens in a new window.

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But when it's set to main window, it'll open docked at the top here, which is what I prefer.

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So now that I've got this project set up to my own preferences, we can now add our first C plus plus

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class and we'll go ahead and do that in the videos to come.

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So in the meantime, if you'd like, browse through the assets that we have in here.

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We have sounds, textures, UI, particle systems, meshes, animations and environment assets that

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we'll be using throughout the course.

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So really exciting stuff.

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Check those out and I'll see you in the next video.
