Tutorials

Unreal Engine 5 Blueprint Prefabs & Editor Utility Widgets

Create data driven Blueprint Prefab structures using Editor Utility Widgets and Data Assets in Unreal Engine 5.4

What you’ll learn:
Learn to Build Prefab Structures using Blueprints Programatically. This technique is useful to create reusable Prefab Blocks to build bigger structures.
Expand the Knowledge to apply Blueprint Programming Techniques in areas other than Game play.
Learn to Build data driven tools using Blueprints
Learn Editor Utility Widgets to create User Interface to manage Data driven Blueprints.
Creating innovative products for automation in Unreal Engine

Requirements
Beginner to Intermediate knowledge in Unreal Engine Blueprints Programming
Basic Knowledge in Unreal Engine User Widgets
Basic Maths

Description
In this Unreal Engine 5.4 Course, you will learn the techniques to construct data driven Blueprint Prefab Buildings and other Structures using Modular Static Meshes and Editor Utility Widgets. The concepts to calculate the Pivot Point Locations and measure the dimensions for the Static Mesh in Blueprints is covered. Using the Vector Maths techniques, Modular meshes are placed within an Actor Blueprint in a data driven way using Data Assets. Editor Utility Widgets are used to manage the data assets. The Editor Utility Widgets are run in the editor during design time.Only Blueprints are used in this course and no C++ knowledge is needed.

In Section1 and 2, the needed concepts are explained in Blueprints using a simple sample project and concept diagrams.

In Section 3, a basic version of the Building Prefab Tool will be developed step by step.

In Section 4, Editor Utility Widget will be created step by step.

The Unreal Engine 5.4 project for the Tool Developed will be shared with no dependencies needed.

In Section 5, A Walkthrough will be provided to use the tool developed so far.

In the Extended Section 6, The Self Study Material – Advanced Prefab Tool is provided with a walkthrough

to build an advanced Prefab Structure.

The Blueprints are Documented using Comments for Self Study.

In the Extended Section 7 – A Cinematic Environment creation process is covered.

The Environment Creation Section is not very detailed as the focus of the course is about Building the Prefab structure using Editor Utility Widgets. The Process is explained at a high level with a walkthrough. But a lot of interesting features are covered to bring the Cinematic look to the scene.

Who this course is for:
Unreal Engine Developers interested in Automating different workflows
Unreal Engine Developers interested to build innovative tools for their project to boost productivity
Environment Artists and creators who wants to automate building structures
Anyone interested to learn new areas other than game play techniques in Unreal Engine

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