Setting up Unreal Project
N this chapter we will go over a new and unique featur e in Unreal Engine 4. Upon
creating a new project in Unreal Engine 4, the engine gives us a choice of what
template to use. Unre al Engine project templates will automatically create the basic
functionality required fo r that template’s gameplay. These templates will help rapidly
prototy pe your gameplay.
For example, a first person temp la te , will create the game mode, player controller
and user input/intera ction models, as well as settin g up your first person camera
and animation assets. Th e choice of templates is quite diverse, which gives game
developers using Unreal Engin e 4 the ability to design games from 2D sid e scrollers,
to third-person shooters, tabletop card games, to even racing games.
There are two types of Unreal game projects you ca n create, i.e., Blueprint a nd C++
Code. Yo u do not need any additional developer tools to create and develop Blueprint
projects. However, if you w ish to use the C++ Code projects, you will need to have
downloaded and built the Unreal Engine 4’s source cod e. You will also need to h ave
access to Microsoft Visual Studio 2013 (either the free express editio n or other pro-
fessional/ultimate editions).
Blueprint projects use the UE4’s new visual scripting tools called Blueprints. In a
sense, blueprint scripting is similar to the pervious versions of Unreal Engine (UE3 or
UDK) visual scripting tool called Kismet. However, Blueprints are drastically more
powerful than Kismet scripts. In fact, Blueprints are so powerful that you c an even
create multiplayer games without having to write code in C++.
On the other h and, your Unreal Engine 4 subscription comes with full access to
the entire eng ine’s source code in C++. Having the sour ce of the engine, developers
can create C++ Code projects. Once you create a code project, you will be able to
open your proje ct in Microsoft Visual Studio 2013 to write your game functionality
in C++. This will give you a tremendous amount of control and power over the
design, develop ment, and programming functionality of your project. You will also
have the ability to debug your code in Unreal Editor, design your level and game
assets in the editor and build and compile your game both in Visual Studio, and in
certain scenarios in the Unreal Editor.
4 Game Development and Simulation with Unreal Technology
In this section we will see how you can migrate contents from one project into a n-
other. One of the simplest ways to set up a project and fill it with content is to create
a proje ct template, include the Unreal Engine’s starter contents in the project, and
then migrate contents from another project into it.
TUTORIAL 1.1 Creating a Project and Migrating Contents
FIGURE 1.1: Creating a New Project.
In this tutorial we will set up an emp ty project and migrate contents of the
Demo Room from the Unreal Engine’s Exam ple Contents project into it.
The first thing to do is to create a project to which we will add the Demo
Room. Launch the Un real Editor and cr eate a Blank project. Give yo ur p roject
a name such as “MyNewGameProject”. Leave the Inc lude starter co ntent
check box checked to have access to starter conte nts (see Figure 1.1).
After you created this blank project, you will close the pro je ct and open the
Content Examples projects. There is a folder that contains the contents of a
Demo Room.

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