Course Goal: Build a Small Playable Scene
The goal of this course is to build a small, complete scene that you can actually play inside Unreal Engine 5. “Playable” in this context means three things:
- Player can move: you can control a character (walk, look around, and navigate the space).
- Player can interact: you can trigger at least one simple interaction (for example, picking up an item, pressing a button, or entering a trigger zone).
- Player can reach a simple objective: there is a clear, testable goal (for example, reach a marked area, collect an object, or open a door to finish).
Throughout the course, you will repeatedly test your work using Play-in-Editor (PIE) so you can confirm the scene remains playable as you add pieces.
Create a New UE5 Project (Beginner-Friendly Settings)
Step 1: Open Unreal Engine and Start a New Project
Launch Unreal Engine 5. In the Project Browser, choose to create a new project. You’ll see templates designed for common game types and workflows.
Step 2: Choose a Template That Supports Immediate Movement
Pick a template that gives you a controllable character right away:
- Third Person (recommended): easiest to understand spatially because you see your character.
- First Person: good if you want a “camera-as-player” feel, but navigation can be harder for absolute beginners.
For a first playable level, Third Person is usually the smoothest start because it includes a character, camera, and basic movement already wired up.
Continue in our app.
You can listen to the audiobook with the screen off, receive a free certificate for this course, and also have access to 5,000 other free online courses.
Or continue reading below...Download the app
Step 3: Project Settings to Select
| Setting | Recommended Choice | Why |
|---|---|---|
| Blueprint vs C++ | Blueprint | Fast iteration and fewer setup steps for beginners. |
| Starter Content | Enabled | Gives you ready-to-use materials, meshes, and example assets for quick prototyping. |
| Ray Tracing | Disabled (for most beginners) | Ray tracing can reduce performance and complicate troubleshooting; you can enable later if your hardware supports it and you want it. |
| Quality Preset / Scalability | Scalable | Better performance on a wide range of PCs; you can raise quality later. |
| Target Platform | Desktop | Matches the typical beginner workflow and PIE testing. |
Step 4: Name and Location
Choose a clear project name and a location you can find easily. Avoid saving inside system-protected folders. Then click Create.
Guided Tour of the Unreal Editor (What You’ll Use Constantly)
Viewport (Your 3D Workspace)
The Viewport is where you place and preview your world. You’ll spend most of your time here moving around, selecting objects, and checking scale and composition.
- Select objects by clicking them in the Viewport.
- Transform tools (move/rotate/scale) let you position objects. You’ll see gizmos on selected actors.
- Camera navigation lets you fly around the level to inspect areas.
Outliner (List of Everything in the Level)
The World Outliner shows every actor currently placed in the open level (lights, meshes, player start, etc.). Use it to:
- Find objects that are hard to click in the Viewport.
- Rename actors so they’re easy to identify (for example,
GoalTriggerinstead ofBoxTrigger_2). - Organize actors (folders) as your level grows.
Details Panel (Edit the Selected Thing)
The Details panel changes based on what you have selected. It’s where you edit properties like:
- Transform (Location, Rotation, Scale)
- Materials and mesh settings
- Collision and visibility
- Actor-specific options (for example, trigger box settings)
A practical habit: when something “doesn’t work,” select it and scan the Details panel for obvious issues (wrong collision, hidden in game, disabled input, etc.).
Content Browser (Your Project’s Asset Library)
The Content Browser is where all assets live: meshes, materials, textures, Blueprints, maps, and more. You’ll use it to:
- Create folders to keep assets organized (for example,
Maps,Blueprints,Materials). - Import assets (later in the course, if needed).
- Open and edit assets by double-clicking them.
Beginner tip: keep your maps in a dedicated folder like Content/Maps so you can always find them quickly.
Toolbar (Common Actions)
The Toolbar provides quick access to frequently used actions. Depending on your layout, it may include:
- Save options
- Build (lighting/build steps depending on project settings)
- Play controls (sometimes grouped nearby)
If you’re unsure where a feature is, the toolbar is a good first place to look for core workflow buttons.
Play Controls (Test Your Level Immediately)
The Play button starts Play-in-Editor (PIE), which runs your level inside the editor so you can test movement and gameplay quickly.
- Play: runs the game in the editor viewport (fastest loop).
- Stop: ends the session and returns you to editing.
- Play dropdown: lets you choose options like “Selected Viewport,” “New Editor Window,” or “Standalone Game” (useful later for testing behavior).
For now, use Selected Viewport for quick testing.
Hands-On Checkpoint: Save, Create a New Level, and Verify PIE
Checkpoint A: Save the Project and Current Work
- Go to File > Save All.
- If prompted, confirm saving any unsaved assets.
This ensures your project state is stable before you create your own map.
Checkpoint B: Create a New Level/Map
- In the Content Browser, create a folder named
Mapsif you don’t already have one. - Go to File > New Level.
- Choose a simple starting option (commonly Basic or Empty, depending on what you want). For beginners, Basic is often easier because it includes a floor and lighting.
- Save the new level: File > Save Current Level As…
- Name it something clear, for example
FirstPlayableMap, and save it insideContent/Maps.
If you chose an Empty level and you see nothing, that’s normal—you may need to add a floor and lighting later. The key is that you can open and save your own map successfully.
Checkpoint C: Verify Play-in-Editor Works
- Click Play (Selected Viewport).
- Confirm you can control the character (movement and camera). If you used a template like Third Person, this should work immediately.
- Press Esc (or click Stop) to end PIE.
Troubleshooting Quick Fixes (If PIE Doesn’t Behave as Expected)
- No character / you’re not controlling anything: make sure you’re using a character-based template (Third Person). Also check that the level contains a
PlayerStartactor; if not, add one and try again. - Mouse/keyboard input feels “stuck” after playing: click back into the viewport or press Shift+F1 to release the mouse cursor during PIE (depending on your PIE settings).
- Spawning in a weird place: move the
PlayerStartto a clear area above the floor.