Welcome.
All right.
So I have my start up project here.
It's called Aura.
And so far it's just a blueprint project.
It doesn't have any cplusplus classes or files.
It doesn't have a Visual Studio solution or anything like that.
What it does have is assets and we'll be using these assets throughout the course.
Now we can take a look at those by opening Aura, and this is what the project looks like.
I have an input device detected warning.
I'm going to go ahead and check that checkbox.
So we don't see that again.
And we have just a basic level called startup map.
And in the content drawer I see that I have an assets and a maps folder.
There's that startup map.
It's set as the default map.
If we go to edit and project settings and maps and modes, we see that it's the editor startup map as
well as the game default map.
So that's the only map in our project so far.
And we have the assets folder which contains all of the assets that we'll be using throughout the course.
So I encourage you to take a look at those.
If you'd like to see which assets will be using as we develop the project, the character for the course
is going to be Aura.
Here's her skeletal mesh.
As you can see, it's rigged to the epic mannequin hierarchy, and Aura is quite detailed.
And we also have some animations for Aura, which we'll be using in her animation blueprint when we
set that up.
So we'll get to all that soon enough.
But if you like, take some time to go through the assets and see what we've got.
Now, this video is really just our project setup.
We're going to set some preferences, fill out our copyright notice and things like that.
Now you can use whichever you choose throughout this course that's compatible with Unreal Engine.
I'm going to be using Jetbrains Writer.
So what I'd like to do is go to edit and editor preferences and search for source code and find source
code editor.
I like to keep my source code editor setting to writer project, so I'm making sure that that's what
it's set to and I can open my project with writer in order to edit the source code.
So that's one setting that I'd like to set.
Now I'm also going to be developing this project with live coding disabled, so I'm going to go back
to editor preferences and search for live coding and uncheck enable live coding.
I've found that things work smoothest when I work without live coding, so I'm going to compile from
the IDE directly every time.
Another setting that I'd like to change is automatically compile newly added C plus plus classes.
This is under hot reload.
I'm going to uncheck that.
I don't want Unreal Engine automatically compiling anything.
I want full control over that.
So that's the setting that I prefer.
Feel free to follow along.
Exactly, if you like now, because I'll be using writer.
I need to go into edit and plugins and search for writer and we can see that writer integration is checked.
And finally I'll go back to Project Settings and I'm going to fill out my copyright notice as this results
in a very annoying comment at the top of each of our header and CPP files.
So I'm just going to say copyright Druid mechanics as that's my company and you can fill this out with
anything you like here.
I would just like this to be different than that default message that it was at before.
Now, one last thing that I'd like to set is I'm going to go into edit editor preferences again right
here under general appearance, and I'm going to make sure Asset Editor Open location is set to main
window when it's set to default.
Then every time you open an asset such as a blueprint, it opens in a new window.
But when it's set to main window, it'll open docked at the top here, which is what I prefer.
So now that I've got this project set up to my own preferences, we can now add our first C plus plus
class and we'll go ahead and do that in the videos to come.
So in the meantime, if you'd like, browse through the assets that we have in here.
We have sounds, textures, UI, particle systems, meshes, animations and environment assets that
we'll be using throughout the course.
So really exciting stuff.
Check those out and I'll see you in the next video.