Does UE 5 still support Guided Tutorials?
And if so, how can you run a guided tutorial blueprint?
(Either for basic UE functionality or for custom plugins?)
Facts:
- The “Guided Tutorial” feature in Unreal Engine 3 and 4 was a staple for the Unreal Editor.
- It was great for onboarding people in UE or to catch up after being away for a few versions.
- Late in the rev history of UE 4, the Guided Tutorial features were moved out of the engine and into a plugin.
- The plugin is still available all the way up to the current latest version as of this post (UE 5.4).
- Enabling the plugin exposes all of the original Guided Tutorial assets that were there in the past.
- The interface for creating new tutorials using the plugin still works fine, and compiles without error.
- However, the “Launch” button to test the tutorial does not seem to do anything at all in UE 5.4.
- There is no Menu option in the Unreal Editor interface to load or play a tutorial, or display the tutorials list.
Has this feature been deprecated in favor of online training?
If so, is there an alternative option to provide an in-Editor guided tour of a UE plugin?
Thanks!
HoloSim
I will add that this is a particularly difficult subject to find support online because the keywords here “Unreal Engine Guided Tutorial” simply returns the full spectrum of tutorials on Unreal Engine, which are legion.
(It’s like trying to look up the syntax for the “with” keyword in C++)
For anyone who stumbles across this again in the future. This is what I was able to find out about the plugin. I noticed at the time that the Guided Tutorial plugin did not survive the migration from UE4 to UE5. The code is still in the engine as a deactivated plugin, but I was unable to press the launch button to use the plugin after a setup. I then searched around a bit in the source code and found that the problem lies between pressing the launch button and launching the new window. But I couldn’t fix it quickly and I assume that something must have changed from UE4 to UE5 in how the Guided Tutorials were handled as windows. I submitted a bug report to Epic about this at the time, but unfortunately I can’t find it anymore.
The short answer is that the Guided Tutorials plugin will not work unless you want to rewrite a lot of the code in the source engine.
1 Like
Hi there, I’ve made the plugin working with a little change in the source code. It doesn’t support full functionality but most of the tutorials can run now.
First, go to \Engine\Plugins\Editor\GuidedTutorials\Source\IntroTutorials\Private\IntroTutorials.cpp, search for bDisableTutorials = true
and change it to false。
Then, delete these lines (otherwise it will crash):
// Add menu option to blueprint editor as well
FBlueprintEditorModule& BPEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>( "Kismet" );
BPEditorModule.GetMenuExtensibilityManager()->GetExtenderDelegates().Add(FAssetEditorExtender::CreateRaw(this, &FIntroTutorials::AddSummonBlueprintTutorialsMenuExtender));
That’s it. To recompile the guided tutorials individually, you may copy the entire plugin to the “Plugins” folder under your project.