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How it works...

There are at least two different objectives that we can complete if we follow the previous set of steps—the creation of our intro scene being the first one and the second one being getting familiar with the engine. This final task is something that will continue to happen over time—but getting our hands dirty now will have hopefully accelerated that process.

Something that could also speed that up even more is a review process of what we've just done. Not only will we learn things potentially faster, but knowing why we do the things the way we do them will help us cement the knowledge we acquire—so expect to see a How it works... section after each recipe we tackle! As the first ever example of the aforementioned section, we'll briefly go over what we have just done before in order to understand how things work in Unreal.

The first step we've taken was to actually create the Unreal Engine project on which we'll be working throughout this book. We've then added the assets present in the Starter Content package that Epic Games supplies, as it contains useful 3D models and materials that we can check later on as we work on other recipes. The most important bit we've done was probably the lighting setup though, as this will be the basis of some of the next recipes. This is because having a light source is vital to visualizing the different assets that we create or add to the scene. Lighting is something that we'll explore more in some of the next recipes, but the method we've chosen in this one is a very cool technique that you can use in your own projects. We are using an asset that Unreal calls a blueprint, something that allows you to use the engine's visual scripting language to create different functionalities within the game engine without using C++ code. This is extremely useful, as you can program different behaviors across multiple types of actors to use to your advantage—turning a light on and off, opening a door, creating triggers to fire certain events, and so on. We'll explore them more as we go along, but at the moment we are just using an already available one to specify the lighting effects we want to have in our scene. This is in itself a good example of what a blueprint can do, as it allows us to set up multiple different components without having to specify each one of them individually—such as the HDRi image, the sun position, and others that you can see if you look at the Details panel. 

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