Hi guys.
I want to start learning UE 5 as a beginner.
I would need your advices from where to start, what first what second,should I first learn interface,blueprints, what and from where?
I watched some youtube vids not much success because the way I see it the guys are explaining in some advanced knowledge user mode and they go through interface so fast.
The interface to me looks way way complicated to me,so I can not folow them up.
I don’t think books are a solution for learning,more like some video course,so all recommendations are more then welcome.
I’m not planing to make games in future just like some scenes.
Looks like this was made for you:
Explore this bit:
It’s divided into categories but they contain useful overlapping content and approaches. Perhaps this could be the next step:
Thank you.
I’m sure here there are a lot of advanced creators who will tell me from where they started…
Speaking as a creator, the best place to get started is … ( drum roll )… anywhere
Just grab something that tickles your fancy and run with it.
You see quite a lot of people on here who take the ‘I want a structured, gradual, logical introduction’ approach.
I guarantee you those people will never end up making anything…
Hmm, how did you start?
What was your first learning method?
I mean I first need to learn interface, in this software when you open one menu it pops up 100 submenus etc…it’s a real mess.
It is not like Photoshop where you learn for what each tool is…it’s like I dunno maybe 3dsMax and even more complicated.
Hi Everyone,
Here’s a newly uploaded tutorial for beginners to UE5. Good Luck and Happy Developing!
Community Tutorial: Getting Started With Unreal Engine 5 - Beginner Tutorial
'- Your Friendly Neighborhood Moderator
Where did I start? I tried to make a game ( and did ). I just headed directly towards the functionality I wanted and figured out stuff along the way.
I think I threw away everything I did in the first year. Even things I was pleased with, because your skill level gets much higher.
I would definitely not learn about interfaces first, absolutely no point. There are subtleties here you just won’t get until later on, when you need them.
I’d recommend:
-
Learn to make a basic scene. Can you make it look real?
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Make a blueprint ( door or gate or teleporter etc ).
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Learn about managing levels. How can you change levels?
If you do just those things, you will be a long way in the right direction.
The good thing is that I have strong will, which is really important.
Really, what game did you make?
I will watch the video tutorial…
There is no tutorial, but this is the Steam page
You might find interesting one of the lately uploaded community tutorials by “Virtus Creative Hub”:
I agree with most of the things people have advised you over here.
My own experience with UE has been quite a struggle… about 6 years, but I have left my self learning process, out of frustration, for several months during this period.
Basically because things I was trying to achieve were out of my reach and were too complex for me at that point, I was doing many youtube tutos, and achieving some results but… I did not really understand what I was doing. Not understanding what you are doing, even if you achieve whatever your goal is, is really the only “wrong path” IMO, if any attempt to learn can be called wrong…
There are indeed “too many tutos” out there, you might spend hours finding the “good one” for you, the one that explains certain things in the way you understand them.
I support the idea of going to the point and try to learn only what you need for your current needs. But I also agree that a basic foundation of UE engine menus and way of working is essential in the beginning, but you wont need to know what every button/setting is doing … because you will struggle following that path and finish not learning anything.
Personally, as I said before, I did struggle (still struggling ), but I was quite aimless; saw a nice fire/particles tuto? (hell yea, I want to know more!) Let’s do that. Achieved, but yea, I didn’t really get any knowledge. Same as this example, plenty of things here and there. I would not call that a total waste of time, but I know I do not remember not even the 5% of what was explained in those tutos during my random “aimless” learning.
In the moment I focused on what I wanted to do, or even better, in the moment I knew what I wanted to do… from there, things started to work, slowly… but I started to see progress, feeling that I was gathering some knowledge, sweet sweet knowledge
Here my 2 cents of what I think is quite essential to learn in the beginning:
1-Learn how to backup your project
2-Basic editor; cam movement and object placement and manipulation
3-Understand content browser
4-Basic materials and material instance understanding
5-A little bit of Blueprints won’t hurt, will extend your possibilities to any direction you like, understand what event begin play and event tick do. Example, let event begin play jump to your render camera so you do not struggle to render what you see in editor ( this took me so long to figure out, just because I was not looking in the “right place”)
Well, that is all I guess, maybe just one thing more, with any project you do, of any kind, you will learn something that might help you in the long term in the future, so being aimless is not totally useless, but… is really not the “straight line” or the best learning path.
Best of luck in your journey and I hope all my bla bla bla helps you in some way.
Thank you so much…but from where did you start?
Ok I went through getting started video it’s only 29 min long if I can remember correctly.
What now?
Ok I followed along Udemy Unreal Engine 5 for Beginners.
I came to explaing materials but and textures but it is connected with BLUEPRINTS.
And the guy is poping blueprints because he is already familiar with what every blueprint does, me not…
Is there a tuorial/gide on from all the blueprints what each one does and how it works?
It’s time to change your model of how you learn, I’m afraid.
If you try and find a course which takes everything in a logical sequence, it will never happen, there’s too much to cover.
So, you can notice that you do pick ‘some’ things up, and then watch a video about blueprints, and pick something else up. Eventually, all the pieces start to join together.
So what you suggest, on how to learn?
Like we all keep saying, anything
Which bit are you interested in? Do that.
You tube mostly.
Everybody is different, I detest YT tutorials, for example. I doubt there is a path that will fit right into your requirements / expectations. You may need to branch a bit as you learn, explore and, eventually, all those pieces will form interdependent systems in your head. At this point you’ll be able to apply that knowledge.
Maybe you are more of a reader and prefer to progress through and digest material at your own pace. You will need blueprints regardless of what the end goal is.
Perhaps you could have a look at some introductory documentation instead:
The above are short, sweet, straightforward and to the point. Some section will be redundant to you - you decide if you want to explore how math nodes work, for example. It really depends on how you plan to work.
The engine is vast, there is little order there. All those pieces feed into one another and only once you have a general overview of most of the fundamentals, things start to make sense.
Figure out a goal that you want to accomplish.
For instance, “make a scene that looks like ____.”
Then you can show that to people and ask specifically what skills are needed to do the thing. Then you can google “how to do _____” skill and just learn whatever you need to learn one thing at a time.
You are basically asking here, “how do I learn to use all of the possible tools available to build a big mansion.”
But you dont even want to build a mansion. You just want to build a fence. So you have to narrow down.
From there, then you’ll know what areas you can ignore and which you’ll need to learn.
Thank you guys.
Any good (video) tutorial on what each of the 10000 blueprints does?
I’m totally confused with blueprints since naming is a bit strange…
I saw there are like 10000 of them,I only figured out what printstring does,since sounds familiar.
This guy covers every node:
I decided to finally try and get into gamedev about 2 years ago. Back then I knew nothing, now I know more but I’m still not there. However, I think I found a good way to learn, so I’ll share this here.
Look, GameDev and Unreal Engine are two fields which are VAST. You can fill multiple job roles - heck entire teams with the features and possibilities. No wonder you’re overwhelmed as a beginner!
What’s important when breaking into any field is:
- Immerse yourself
- Focus on bite-sized learning
- Plan for reality checks
First, try to immerse yourself as much as possible in the field your trying to break into - in your case Unreal Engine. Join a UE discord group, join this forum, read articles daily - even if you don’t understand everything. This exposure will gradually teach you the vocab and mindset necessary.
Second, avoid courses that try to teach you a full-fleged game with networking etc from the get-go. While it feels very tempting because you can show it off afterwards, you won’t understand half of what they try to teach you. Simply because there won’t be enough time for the lecturer to explain things in depth.
My strategy here is quite extreme. I knew nothing about GameDev or even 3D. So the first thing to do is reduce complexity. I created a plan to first learn how to create individual static 3D assets - with Blender. That took 6-8 months with various tutorials. Then next stage was to focus on static scenes in Unreal Engine. That took again about 8 months. Current stage is interactivity (blueprint, C++ (I’m an SW dev, so C++ is not as hard) still tons of challenges and things I need to learn. Next stage might be a first tiny tiny game.
The essence of this strategy is that you can reduce the amount of things you need to learn. E.g. when learning how to do a static scene then you won’t have to really care about performance, animation, etc.
Just be sure to take your time for each stage. At the end of each stage there should be a phase where you stabilize the knowledge that you’ve just learned. So that if you would take a break for a couple months you’d still be able to pick things up and remember most of it.
Third, make sure you add reality checks during each stage. Reality checks can for example be personal projects that are limited to the scope of the current stage. This is crucial because following a tutorial is different than doing something by yourself where you have to solve issues alone. This can be a discouraging experience because in the tutorial everything looked so easy but now that you try it yourself suddenly there are many more question marks popping up. Just know that this is normal but you have to push through it or else you’ll never truly learn and understand your craft.
Also, take your time. Nobody became a master overnight, just make sure you can devote x amount of time on a daily or weekly basis and maintain this pace over a couple years - then you’ll get there eventually
Now, this is just my strategy, it might not suit you - YMMV.