Unreal Engine Beginner Tutorial ( For Unity Developers )

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 73

  • @harrysanders818
    @harrysanders818 3 ปีที่แล้ว +33

    Funny, I adjust my Unity layout to be like Unreal's. Cant wait to switch back after 4 years. Learning Unity felt like having bet on the wrong horse for 3d game developmemt. The engine is so immature and not thought to the end. The folder example alone speaks for this. So does the whole gameplay framework. The developers of Unity simply have no clue about how complex serious projects can get and only offer the most bare bones tools. Unfortunately still have to use it at work, but switching for private projects is something I can not wait for after finishing my current Unity project. The only positive thing about Unity for me is that it got me a job. And luckily, lots of knowledge and concepts can be transerred to Unreal, so its not all a waste.

    • @kodaxmax
      @kodaxmax 3 ปีที่แล้ว +3

      i didn,t realize just how barebones, buggy and in development even the latest unity builds are until moving to unreal. something as simple as keybinds in unity requires intermediate scripting, multiple assets and like 4 different windows.

    • @ACABSTUDIOS
      @ACABSTUDIOS 2 ปีที่แล้ว +2

      What have you made in Unreal vs Unity?

    • @paulembleton1733
      @paulembleton1733 2 ปีที่แล้ว +2

      @@kodaxmax
      I’m pretty inexperience so maybe I misunderstand, but there’s a single tab in Unity project settings for input bindings.

    • @sohamacharya171
      @sohamacharya171 2 ปีที่แล้ว +1

      Unity Technology has never actually made a large game, only a game engine, to allow others to make games. Epic Games on the other hand, uses UE to *make* games. That's why Unity's developers lack knowledge and experience regarding complex games.

    • @vigosaurus4665
      @vigosaurus4665 2 ปีที่แล้ว +1

      @@sohamacharya171 That's not true (about game engine developers must make games first before the users makes one). Unity developers knows what their doing in terms of making complex mechanics for easy development in a game engine. The reason why unity is not doing what other people wants is because the lack of their communication with the community. Even if they do, they only give somewhat not clear answers. Oh and also the bad decisions like removing enlighten then bringing it back.

  • @brettabraham
    @brettabraham ปีที่แล้ว +3

    "W for... Wuplicate." Man you earned that like from me.

  • @bonitapersona
    @bonitapersona ปีที่แล้ว +3

    This was great, after 11 years with Unity this was indeed a helpful introduction and hands-on. Thank you very much.

  • @spongyfall502
    @spongyfall502 ปีที่แล้ว +13

    This videos gonna get ALOT of views now 😅

    • @DrHippo
      @DrHippo  ปีที่แล้ว +9

      I was looking at this big spike on this video last night thinking wth is going on?
      Makes sense now :D

  • @EightWildly
    @EightWildly 3 ปีที่แล้ว +10

    That Crtl+Shift+S situation happened to me a few times.
    Glad you mentioned that!

  • @PorcoPorchetto
    @PorcoPorchetto 2 ปีที่แล้ว +6

    Switching to Unreal for 3D stuff, and something wasn't right. But right after changing the layout like the one that I use in Unity a lot of mental stress faded away, so thank you for this simple but very smart idea man!

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      I'm glad this simple trick helped you out!

  • @Algyr_
    @Algyr_ 2 ปีที่แล้ว +7

    This was actually really helpful, thanks, UE was kinda confusing at first as I would always try to think of the equivalent in Unity but now it makes a lot more sense, thanks

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว +1

      I'm glad you found this useful! There is a lot of similarities which can definitely help someone get a smoother transition when it's pointed out.

  • @Calixj23
    @Calixj23 ปีที่แล้ว +2

    EXCELLENT video. I had been searching for a video like this and you hit the nail on the head with how your presented your points. Very good job!!!

    • @DrHippo
      @DrHippo  ปีที่แล้ว

      Glad it was helpful!

  • @xenamaianielsen1653
    @xenamaianielsen1653 3 ปีที่แล้ว +5

    This tutorial is oddly relaxing 😌

  • @ondudengrund
    @ondudengrund 3 ปีที่แล้ว +18

    Wuplicate !!

  • @CraigItsFriday
    @CraigItsFriday 2 ปีที่แล้ว +2

    Snorted at Ctl+W. Thanks for the vid.

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว +2

      😂
      Although they came to their senses and changed it to ctrl+D in UE5 :P

  • @marinomusico5768
    @marinomusico5768 8 หลายเดือนก่อน

    Thank you for sharing ❤

  • @maddened3746
    @maddened3746 2 ปีที่แล้ว

    DUDE UR A FKIN LIFESAVER .... just saved me from so much headache

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      I'm glad you found it useful :D

  • @artoodiitoo
    @artoodiitoo ปีที่แล้ว +1

    I´m transitioning now, it is scary

    • @DrHippo
      @DrHippo  ปีที่แล้ว +1

      Not gonna lie, for me it was probably a month of going "in unity i couldve just done it like this!", so I really hope you stick through the initial pains of feeling super handicapped 😅

  • @f11bot
    @f11bot 2 ปีที่แล้ว +1

    This was awesome to understand the workflow of Unreal!
    And honestly I think I’ll stay with Unity for now, Unreal remembers me of C4D and other old programs that have an overwhelming interface and all features at your face, I wish we could add stuff as we need like the unity package manager. And some parts prebuilt by Unreal I prefer to build those systems myself. For me works better having the Unity barebones. Also the explorer files not saving automatically is hella scary hahaha… and the long ass compiling shaders stuff. Not good for weak pcs as well from my experience…
    Anyways thanks for the video, now I can be sure of my choice for now of Unity!

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว +3

      The overwhelming UI is an unfortunate side of Unreal and it really shows that the engine is more catered towards bigger companies and exprienced developers. Although I don't know if you have tried UE5, the UI is definitely more digestable than UE4, although still not as simple as Unity.
      The Unreal version of package manager is the marketplace library, enabling/disabling plugins directly in Unreal and adding built in packages through the asset browser. Not exactly the same thing and not as expansive as unity package manager, it could definitely be expanded upon.
      At the same time I've also heard a ton of people complain about the unity package manager ( myself included ) but I think the idea behind it is solid.
      Being forced to use built in systems is not required in Unreal, although it really is recommended for most things. For some reason this seems to be a common thing I hear people say which isn't true. You can choose to make your own systems from scratch just like you can in Unity.
      Honestly I've actually only lost work once due to unreal crashing when i hadn't saved things, so it hasn't really been an issue but scary for sure. It's just a matter of habbit :)
      I have never had any real problems with unreals shader compile tbh, nothing noticable compared to Unity, but my PC is also "only" a few years old so maybe that's why. And in any case I don't think it would scare me away since it's mostly just an issue first time you open the project.
      Anyways, I'm glad I could help you come to a conclusion :)
      You're also not forced to stick with one engine, I use Unity and Unreal. Sometimes it's really handy to understand how other engines work. It can give you an idea on how to build something by taking inspiration from other engines. And when you start a new project you will have a catalogue of engine knowledge to decide which engine fits the project best, instead of perhaps unknowingly forcing a project into the wrong engine.

    • @f11bot
      @f11bot 2 ปีที่แล้ว +1

      ​@@DrHippo Thank you so much for the detailed answer!! I was going to give a peek of UE5 the other day... but it was taking hours to compile the shaders, and I ran out of patience XD
      I'm always looking at every tool available to see which one better fits my needs and is comfortable to my way of doing stuff!
      I've tried in the past using UE4 and my two main problems really were the overwhelming UI and shader compile time! My PC is low key potatoe (Intel i5 7200u, GPU 940MX, 12GB RAM) so yeah it handles a lot better Unity, on UE4 it lagged a lot in the editor. I got very excited when they announced the UE5, finally a much cleaner interface plus the nanite magic (sadly not supported yet for mobile).
      Oh and since I'm very used to C#... not gonna lie C++ looks hella scary, and I've seen demos where blueprints are hella slower than C++.
      Glad it has a similar system to package manager! (Even though it´s true, it becomes a mess when you have to update dependencies!!) I had a quick look at Unreal Marketplace and it seemed to have less tools available, there were many visual assets although. In unity 99% I can find tools for what I need or some that I didn´t even know were possible! Let me know what you think from your experience!
      I think both engines can give the same results (just with different workflows) at the moment! For now I don't have big reason to have projects in Unreal, but no matter the tool there´s always some way to build what you want! The tool is just like a pencil, it´s up to us if we build a Monalisa or a stick man XD

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      Yikes that is crazy, didn't know it was that bad, yeah I would lose patience as well 😅
      I guess Unreal has been primarily focused on game companies where most hardware is probably semi up to date, so why put energy into fixing issues on lower end workstations. It's only recently that they have started to focus a bit on the hobbyist/indie devs, so hopefully this is something they look at at some point :S
      I personally can't stand C++, I'm sure it's a matter of getting used to it but I don't have the patience when I know I can do it in C# much faster with less code. I do everything in blueprints pretty much and the performance hit is negligible as long as you use them appropriately. As long as you avoid tick as much as possible, blueprints will do just fine for almost everything. If you need more complicated stuff going on in tick, or you're doing more core engine stuff, or you're spawning a ton of shit in one go, then either you do it in C++, or what I do ( because C++ gives me nightmares so much ) I spread these complex calculations over time so its calculated asynchronously - probably best to do those in C++ but I really don't wanna :P
      So yes blueprints is slower if you compare a for loop side by side, but that's not a completely fair comparisson because that's not how you're supposed to use blueprints.
      To be fair my only experience with Unreal has been for PC stuff, I'm sure you're forced to move more stuff from blueprints to C++ for things like mobile and VR.
      From my understanding, UE4/UE5 is built with the intention of making games using blueprints *and* C++ and not blueprints *or* C++. They both have their advantages.
      If you haven't already, you can take a look at my devlog #2, #3 and #4, all of that is done in blueprints :)
      I rarely ever use the marketplace, nothing like how much I used unity asset store. But I also haven't really felt the need as much, since Unreal is more feature complete for the stuff I need at least.
      "The tool is just like a pencil, it´s up to us if we build a Monalisa or a stick man XD" Exactly :D :D

    • @rataman098
      @rataman098 2 ปีที่แล้ว

      Unreal 5 doesn't have that problem? I was overwhelmed by the unity UI after using Unreal 5 for the last year 🤔🤔

  • @frgmnt7313
    @frgmnt7313 10 หลายเดือนก่อน

    You mentioned that you can't disable game objects from the World Outliner. I am coming from Unity and am very used to being able to do so. Is there any easy workaround to disable an object(and even a hierarchy of game objects), so that I can play test the scene without the objects rendered at all?

    • @DrHippo
      @DrHippo  8 หลายเดือนก่อน

      This is really a strange feature not to have in such a comprehensive and feature rich engine, the best thing I can think of right now is to select the object and in the details window, disable the "visible" checkbox.
      Although I'm pretty sure it will still have collisions and other stuff might still tick, but it's better than nothing I guess :(

  • @beilin4319
    @beilin4319 2 ปีที่แล้ว

    Thanks for your amazing tutorial!! It helps me a lot❤

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      You're welcome 😊

  • @stesch-f
    @stesch-f 2 ปีที่แล้ว +1

    The point I started to panic when I last tried Unreal Engine was that almost immediately the fans started to be very loud. The UI is definitely written in a game engine with everything in a game loop.

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      I've only ever noticed the fans going crazy on my 5 year old laptop

    • @clonkex
      @clonkex ปีที่แล้ว

      The only difference with Unreal and Unity is that (by default) Unity only renders the viewport when something changes. If you set Unity to Always Update, its editor will make your fans go crazy just the same as Unreal's.

    • @DrHippo
      @DrHippo  ปีที่แล้ว

      Haven't noticed this in neither Unity or Unreal, I guess it most be happening on specific gpu's

  • @CaioMGA
    @CaioMGA 2 ปีที่แล้ว

    This video is great!
    Thank you very much.

    • @DrHippo
      @DrHippo  ปีที่แล้ว

      Thank you! You're welcome :)

  • @saibotgaming6045
    @saibotgaming6045 2 ปีที่แล้ว

    Thx Dr. Hippo

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      You're welcome Maksim Sokolov :)

  • @mixagames5425
    @mixagames5425 3 ปีที่แล้ว

    Thanks for this video, really appreciate it.

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      Glad it was helpful!

  • @berdyevplus
    @berdyevplus 3 ปีที่แล้ว

    Thanks bud!

  • @rafaelskiarteportfolio1098
    @rafaelskiarteportfolio1098 2 ปีที่แล้ว

    Amazing

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      Glad you liked it :)

  • @daveyyyyyyy
    @daveyyyyyyy 2 ปีที่แล้ว

    Thanks 👍

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว

      Glad you found it useful!

  • @jjksounds5250
    @jjksounds5250 ปีที่แล้ว

    Guess we have to move to unreal engine now...

    • @DrHippo
      @DrHippo  ปีที่แล้ว

      Sorry :/
      There's also lumberyard and godot but I don't know anything about them, or know anyone who uses either tbh 😅
      I think Unreal is the most established alternative, and they release frequent elaborate updates thanks to all that fortnite moneyz!

  • @anwartech8193
    @anwartech8193 2 ปีที่แล้ว +1

    You can disable stuff from outliner but clicking on them and go to details there's a set visibility bool tick it and it will be disabled even while playing. One thing I can't understand how is unity's library in c# is better than c++? Unity's math libraries sucks you can't even work with rotator at ease. It just you need to keep on switching between quaternions and eulerto angles what a pain... also even raycasting unreal gives a lot of details on anything and the UKismetSystem library is full of usefull functions that are premade and the source code in unreal is open not like unity you can't even investigate a simple func

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว +2

      Yeah I know you can disable the visibility bool, but its a lot of clicking around compared to Unity's handy toggle in the hierarchy view. It's nit picking but Unity's way is just slightly more convinient. It's especially confusing because Unity and Unreal use the exact same icon but they act differently.
      I was going over the outliner window specifically so that's why i didn't mention that you could do it in the details wind but in hindsight I should've mentioned it cause it does sound like I'm saying you can't disable objects at all now that I re-watch it.
      I'm not sure what the rest of your comment is referring to, I don't remember mentioning anything about libraries?
      But I do agree that it's awesome to have full access to the source code in Unreal compared to Unity, even though I've rarely ever needed to look at it.

  • @DaysOfFunder
    @DaysOfFunder 3 ปีที่แล้ว

    Legend

    • @DrHippo
      @DrHippo  2 ปีที่แล้ว +1

      YOU'RE a legend! 😉

  • @openroomxyz
    @openroomxyz 3 ปีที่แล้ว

    Thanks xD

  • @TehAntares
    @TehAntares ปีที่แล้ว

    Okay, I got discouraged even more ...
    I know about the Epic's perversion in naming stuff differently, including things that should NEVER be named differently, such as ray casting or other IT and computer grapfics industry standard names. The different key shortcuts, including the Ctrl+Shift+S, same story. It just feels like devs wanted to make things needlessly complicated by setting some new "proper" way to work with a software (reminds me of Blender). Axes orientation isn't something unified across different engines and 3D tools, but Unreal decides to introduce another one, because ... reasons. Unreal Engine is the only piece of software in the world that uses the left-handed Z-up orientation.
    But the point where my brain screamed in suffering was when you said that the game objects cannot be disabled in the outliner. That is some epic failure on the absolute basic level. Every software (not just game engines) allows items to be disabled, so why the hell not Unreal ?? (and no, the folders feature doesn't compensate for it, not even remotely)
    I'm sorry, I came here with the intention to learn how to switch from Unity to Unreal workflow, I didn't mean to rant here ... but no, I cannot take it. It's just too much BS in it.

    • @DrHippo
      @DrHippo  ปีที่แล้ว +2

      I'm sorry that I discouraged you :(
      You have to remember that they started working on the Unreal Engine around 1995. There weren't as many industry standards for game-related stuff as there are today. Even 3ds Max used Z as the up axis, which was the primary modeling software for games for a long time back then. Now, by 2023, Epic has a huge catalog of AAA companies that have used their engines for many years, and making changes like changing Z to Y could be disruptive (that's my guess why they haven't swapped yet). So, I understand that it's confusing and annoying, but it's not just Epic being "special." They have some of the best graphics engineers and engine developers in the world, so if something is strange, it's probably because of its ancient origins. If you want to try something that's really strange (and I love you, ZBrush, but try that software for an afternoon without getting a stroke :P).
      The Ctrl+Shift+S thing is now just Ctrl+S in UE5, by the way, so at least that's one weirdness gone.
      It is definitely strange that you can't disable directly in the Outliner, but you can still disable it in the Details view, which is not the same, I know, but it's not like it's entirely impossible. For me, the folder thing is a good consolation prize because technically there is no missing feature with the "disable object" thing; it's just not as convenient as Unity. On the other hand, making a folder in Unity is literally not a feature that exists, so wasting a GameObject as a hack to achieve the same is just not the same, especially when you work on larger complex projects.
      Not that it's a very good comparison because Maya is old as shit also, but in Maya, there is also no eye icon to quickly enable/disable things. You have to select first, then press a hotkey.
      But really, at the end of it, I agree that the lack of a toggle in the Outliner is puzzling and annoying when you need it, which may not be that often, but still annoying. I'm guessing it's because the eye icon has worked the way it does for so long that they don't want to risk annoying their long-term users. But then, they could do something like a Ctrl+click on the icon to also disable it in-game, so there's really no excuse at this point.
      I understand that it's frustrating not being able to do something you know you can do in what you're used to, but I hope you have the will to give it another go one day. You are robbing yourself of other amazing tools and limiting your toolset. I use Unity and Unreal on a daily basis, and they both teach me things about game development. I would be less of a game developer if I removed either of them.
      I've changed software many, many times in the past 20 years, sometimes just because I was forced to due to work, and every single time, it's pure pain and hate. But also, every single time, I end up seeing the benefits of the software, and it helps me grow... except Monday for task management; that shit can fuck right off :P

    • @TehAntares
      @TehAntares ปีที่แล้ว

      @@DrHippo I should probably apologize for being rampant with the wall of text. Don't feel sorry for my discouragement, it's the engine being built this way that gives me internal screams.
      I am not sure whether the software being old is a good excuse for doing things the same old way they had been done. Blender being a great example of leaving the past behind by revising the entire UI users complained the most about. But it looks like nobody (beside me) has the same issue with the naming and stuff Unreal uses. Given also the expansion to the AAA studios, Epic is definitive with keeping it that way, which might result with devs being more segregated and their skills not being easily transferable.
      I disagree on the point of the tools. I personally see it as a bad reason to switch engines, as it would need a few months to get decent proficiency with the new engine, and after that time the previous engine would eventually get the same features as well. Not to mention none of those "top engines" uses any advanced exclusive irreplaceable functionality - they all use rendering, physics, particles, etc. In different ways, of course, but overall they all can do the same.

    • @TehAntares
      @TehAntares ปีที่แล้ว

      @@DrHippo Also a quick note, I don't believe the different naming is just due to historical reasons, as the MassEntities is a recent experimental feature, essentially an ECS framework for Unreal, but everything is needlessly renamed to something different. Even the documentation doesn't mention "ECS" anywhere, so devs using this feature don't know what to search for to learn more about the principles.

    • @DrHippo
      @DrHippo  ปีที่แล้ว

      Yeah that is strange 🤔
      The documentation is just abysmal, I think we can all agree on that at least 😂

    • @frgmnt7313
      @frgmnt7313 10 หลายเดือนก่อน

      @@DrHippo You mentioned that Unity does not have a folder system, but you can just create an empty game object and set that as the parent object for all the objects that you want to group together. It's not exactly a folder, but basically behaves the same for organizing your objects inside the hierarchy.

  • @mathplusgames9964
    @mathplusgames9964 3 ปีที่แล้ว +3

    I have go say, you talked me out of using unreal lol

    • @teemuleppa3347
      @teemuleppa3347 3 ปีที่แล้ว +6

      Surprised to see only one unity troll here... i guess more will come later

    • @sohamacharya171
      @sohamacharya171 2 ปีที่แล้ว +5

      @@teemuleppa3347 Realizing that UE4 is not suited for their needs doesn't make them a unity troll.

    • @DrHippo
      @DrHippo  ปีที่แล้ว

      The purpose of the video was never to talk people into switching, it's for people who have already decided to switch. But I'm sorry if I discouraged you. Switching engines is incredibly painful, or it was for me atleast when I switched from gold source, to source 1, to unreal engine 3, to Unity and back to unreal engine 4/5. So I don't blame you for not switching, it can for some lead to months of frustration before you finally begin to see the positive things of switching in the first place.