A beginners guide to your first Unreal game engine projects

Your First Unreal Games: Forest Walk and Space Adventure

Your first Unreal games: a forest walk, then a procedural space adventure

Four step-by-step projects, starting from a blank screen: a forest walk, a procedural space adventure in the spirit of Elite, a trading game and a mission board. Every step has a time estimate, and the guide is split into 50-minute lessons. No coding. No experience needed. Don’t panic.

Plan your lessonsTime estimates for a beginner following closely

ProjectStepsTime50-minute lessons
Project 1: A walk in the forest454 h 39 min7
Project 2: Give me some space353 h 45 min6
Project 3: The Trader162 h 15 min4
Project 4: The Mission Board152 h 12 min4
All four11112 h 51 min21
For teachersEach lesson holds about 45 minutes of steps, leaving 5 to save and pack up. Lesson markers appear in the steps and every step shows its time. Installing the engine and packaging involve long waits: do them before class or let students read ahead while they run. Allow extra time for students who customise.

Words you will meetRead this once, come back when a word is new

Level

One world, saved as a file. Your forest is a level. Your space system is a level.

Actor

Anything you can place in a level: a tree, a light, a lantern, a ship.

Component

A part of an actor, such as its mesh, light or camera.

Mesh

The 3D shape of an object. A Static Mesh never moves its parts. A Skeletal Mesh can be animated, like a character.

Material

The surface of a mesh: its colour, shine and glow.

Blueprint

A set of connected boxes that tells an actor what to do. No typing code.

Node and pin

A node is one box in a Blueprint. Pins are the dots you wire together.

Compile

Press this button in a Blueprint to check it and make your changes real.

Content Browser

The file explorer inside Unreal. Everything you own in the project lives here.

Viewport

The big window where you look at your world.

Pawn

Anything a player can control, such as your ship.

Seed

A number that a random generator starts from. Same seed, same result.

When you get stuck, try these in order

  1. Stop clicking. Read the step again and look at the picture.
  2. Press Ctrl+Z to undo your last action.
  3. In a Blueprint, press Compile and look for red nodes or messages. Fix the first one.
  4. Open Window → Developer Tools → Output Log and look for red lines.
  5. Save, close Unreal and reopen your project. It fixes more than you would think.
  6. Ask for help. Say which step you are on, what you expected, and what happened instead.
CheckpointsLook for the yellow Checkpoint boxes. If your game does not match one, stop and fix it before moving on. A small problem now is a big problem three lessons later.

Project 1: A walk in the forest

Learn the editor, build a world, and package a game.

45 steps, about 4 h 39 min, 7 lessons of 50 minutes

What you will end up with

  • A ground you sculpted yourself, about 500 metres across
  • A painted forest, a dirt path and a small village
  • Sunset sky, fog and a glowing lantern pickup that you built with Blueprints
  • A standalone game folder you can zip and share

Tick the boxes as you go. Your progress bar fills up at the top and is remembered on this device.

How long?Plan a few relaxed evenings. Installing and downloading takes the longest. Every step is small, so you can stop anywhere and carry on later.
Know before you startUnreal likes a decent PC: roughly 16 GB of memory (32 GB is better), an SSD with 100 GB free, and a graphics card from about the last six years. If your computer struggles, the guide tells you how to turn the quality down. A towel is optional, though as ever recommended.

Install Unreal EngineAbout 45 minutes, mostly waiting

Project 1, lesson 1about 43 min of steps, then save and pack up
TipStick with one engine version for this whole project. Switching version halfway can break things.

Create your project

Project 1, lesson 2about 42 min of steps, then save and pack up
CheckpointYour character walks, looks around and jumps in the grey template world.

Find your way around

Top toolbar: Save, Modes, Play, Platforms Modes panelLandscape, Foliage… Viewport: your worldRight mouse + W A S D to fly around Actor OutlinerList of everything placed DetailsSettings of what you select Content Browser (Ctrl+Space)All your files: meshes, textures, Blueprints. Drag from here into the viewport.
The five areas you will use all the time.
Do thisHow
Fly the cameraHold Right mouse, then WASD, with Q down and E up
Move the camera fasterScroll the mouse wheel while flying
Jump to what you selectedSelect it, press F
Move / Rotate / Scale a thingW / E / R (when not flying)
UndoCtrl+Z
Save everythingCtrl+Shift+S (do this often)

Sculpt the ground

Project 1, lesson 3about 42 min of steps, then save and pack up
flat area for the village gentle hills a ridge to frame the view
Aim for soft shapes, not mountains. Rolling land looks natural and is easy to walk.
CheckpointYou can walk across smooth hills with no holes, cliffs or places you get stuck.

Bring in your free assets

Common trapMixing many packs makes a messy-looking world. Choose one tree set, one rock set, one ground-cover set and one building set. Done well, that looks like a real place. Not sure how to add or use a pack? See Using Epic and Fab assets.
No high-end PC?Prefer assets whose names say low or mobile if the editor feels slow, or lower the viewport quality with the Settings button above the viewport → Engine Scalability Settings → Medium.

Paint the ground and plant a forest

Ground colour

Project 1, lesson 4about 40 min of steps, then save and pack up

Trees and plants

lantern village start
A simple layout: start in the woods, follow the path, find the lantern, arrive at the village.

Build the village

Project 1, lesson 5about 43 min of steps, then save and pack up
CheckpointA dirt path leads from the start towards a group of buildings on flat ground.
Make people want to walkPlace one tall landmark (a tower, a big tree) where the player can see it from the start. People walk toward things they can see.

Sky, light and mood

Project 1, lesson 6about 43 min of steps, then save and pack up
CheckpointThe scene has warm, low light and a little mist. Nothing is pure black or burnt white.
If it looks too dark or odd at firstUnreal adjusts exposure automatically. Step 34 stops the brightness drifting as you walk.

Your first Blueprint: a lantern to find

Blueprints are drag-and-connect nodes. You will make a glowing lantern that disappears and shows a message when the player touches it.

On ComponentBegin Overlap Cast ToThirdPerson… Print String“Lantern found!” Destroy Actor
White wires carry the “do this next” signal from left to right.
CheckpointTouching the lantern shows your message and the lantern disappears.
Make it yours nextAdd a Play Sound 2D node before Destroy Actor for a chime, and place three lanterns along the path. Then you have a tiny quest.

Package your game

Project 1, lesson 7about 26 min of steps, then save and pack up
CheckpointYou have a folder containing ForestWalk.exe, and it runs without the editor.

When things go wrong

ProblemTry this
Editor very slow or low frame rateViewport Settings → Engine Scalability → Medium. Plant fewer trees. Turn off Realtime when idle.
Character falls through the worldMove Player Start above the landscape (End key drops it).
Trees look pink or checkeredShaders still compiling. Wait for the bottom-right counter to reach zero.
Everything is too bright or darkPost Process Volume with fixed exposure (step 34).
Lantern does nothingCheck the Sphere Collision is bigger than the mesh, you compiled, and the Cast node matches the character’s name.
Package failsRead the red line in Output Log. Often a missing Windows SDK: install Visual Studio with “Game development with C++” and retry.
Lost workLook in ProjectFolder/Saved/Autosaves.

Where to go next

  • Add a day and night cycle with a sun that rotates in Blueprint.
  • Add footstep and ambient forest sounds.
  • Add a door that opens when you press a key.
  • Epic’s free Unreal Learning courses are a good next step.

Come back and tell me which step you are on and I can help with any one of them in more detail.

Hints and tipsFor Project 1: A walk in the forest

Save in two ways

Press Ctrl+Shift+S often. Every so often copy the whole project folder somewhere safe. A copy takes a minute and can save a week. The Earth had no backup, and look how that turned out.

Press Play after every change

Small changes, then a quick walk. When something breaks you will know which change caused it.

Use the mannequin as a ruler

The character is about 1.8 m tall. Doors, steps and fences that look right next to it will feel right when you play.

Duplicate fast

Hold Alt while dragging an actor to make a copy. Press End to drop a selected actor onto the ground.

Check your frame rate

Press the backtick key (`) and type stat fps. Aim for 60 or more. If it is lower, plant fewer trees or lower the Scalability setting.

Name things clearly

Start names with a short label: BP_ for Blueprints, M_ for materials, SM_ for meshes. Put them in folders such as Maps and Blueprints.

Design with your eyes

Walk the route yourself. Where do you look first? Put a landmark, a light or a bend in the path there. Add something small to find every minute or so.

Switch the view

The Lit menu above the viewport has Unlit and Wireframe. They help you find stray objects and see where the detail is heavy.

Things to try to enhance your projectProject 1: A walk in the forest

Sound of the woods

Add Ambient Sound actors for wind and birds, and a Play Sound 2D chime when you pick up a lantern.

Easy

Three lanterns, one goal

Count the lanterns you have found in a variable. Show a “You found them all” message when you reach three.

Easy

A door that opens

Make a Blueprint door with a Timeline that rotates it when you press a key near it.

Medium

A river or lake

Enable the Water plugin in Edit → Plugins, restart, and add a lake or stream beside the village.

Medium

Day turning to dusk

Rotate the Directional Light slowly in a Blueprint so the sun sets as you explore. Add a warm lantern light in each window.

Medium

People in the village

Place characters with an idle animation near the well and the doors, so the village feels lived in.

Medium

A score on screen

Build a simple Widget Blueprint showing how many lanterns you have found.

Medium

Rain and mist

Raise the fog density over time and add a Niagara rain system for a stormy ending.

Harder

Project 2: Give me some space

A procedurally generated space adventure in the spirit of Elite. Fly a ship, arrive in a star system built from a number, then jump to the next one. Space is big. Really big. You just won’t have to build all of it.

35 steps, about 3 h 45 min, 6 lessons of 50 minutes

What you will end up with

  • A ship you fly with keyboard and mouse
  • A star with 2 to 8 planets, all generated from a single seed number
  • A system name and planet count shown on arrival
  • A jump key that takes you to the next system, and the same seed always gives the same system
Fly a shipSpace sceneSeeded systemJump Map, trade, combat
Solid boxes are this guide. The dashed box is where you go next.
Before you startFinish at least the editor tour and the lantern Blueprint in Project 1. You will reuse the same skills: moving around the editor and connecting Blueprint nodes.
One correctionUnreal 5 has no ready-made flying template (Unreal 4 did). You will build the ship yourself. It is about ten nodes.

Build a ship you can fly

Project 2, lesson 1about 42 min of steps, then save and pack up

Controls

ActionKeys
IA_ThrustW, and S with Negate
IA_PitchMouse Y
IA_YawMouse X
IA_RollE, and Q with Negate
IA_JumpJ

The ship

The Blueprint nodes

Project 2, lesson 2about 45 min of steps, then save and pack up
CheckpointPress Play. W moves the ship, the mouse turns it, and Q and E roll it.

Make it look like space

Project 2, lesson 3about 42 min of steps, then save and pack up

Generate a star system from a seed

The idea: a seed is just a number. A random stream started from the same seed gives the same numbers in the same order, every time. So Seed 7 is always the same system.

Seed 73 planetsSame seed = same layout
Each planet gets its own distance, angle, size and colour from the stream.
Project 2, lesson 4about 42 min of steps, then save and pack up
ConstructScript Seed thestream Make thestar For Loopper planet Place aplanet
Do the steps in the same order every time. The stream only repeats itself if the calls happen in the same order.

Inside the loop, for each planet (the new mesh is the target of each node below):

CheckpointYou fly to a star with planets of different sizes and colours. Changing Seed changes the layout.
Try thisStop, change the Seed to 2, play again, then back to 1. System 1 comes back exactly as before. That is the whole trick behind a huge generated galaxy. Seed 42 is, of course, the answer. What the question was is up to you.

Give every system a name

Project 2, lesson 5about 34 min of steps, then save and pack up
CheckpointA welcome message with the system name appears when you start.

Jump to the next system

CheckpointPressing J takes you to a different system, and going back to Seed 1 looks exactly as before.
Make it yoursAdd a second key that goes to Seed minus 1. Fly back to a system you visited and notice it is identical. Nothing was stored; it was recalculated.

Package, fix and grow

Project 2, lesson 6about 20 min of steps, then save and pack up
Messages missing in the packaged game?Print String is hidden in Shipping builds. In Project Settings → Packaging set Build Configuration to Development, or later swap it for an on-screen text widget.
ProblemTry this
Ship will not moveCheck Auto Possess Player is Player 0, the Add Mapping Context node is connected, and you clicked in the game window.
Nothing appears at the startThe Directional Light is missing, or the system is not at 0, 0, 0 with the ship at X −1000000.
Sphere is not in the mesh listTurn on Show Engine Content (step 61).
Planets are black or whiteChange the Post Process EV100 values or the Directional Light intensity.
Systems change when you revisitSomething in the loop runs in a different order, or you used plain Random Float instead of the From Stream version.
Jitter far from the originExpected at huge distances. Stay within about 50 km of the star, which this project does.

Where to go next

  • A galaxy map: a UI widget listing nearby seeds with a position and name for each.
  • Trading: a Data Table of goods, with prices calculated from the seed and the system.
  • Stations: a docking zone that opens a trade screen.
  • Combat: an enemy ship that follows you, with weapons and damage. Do this last.

Projects 3 and 4 take the first two of these further.

Hints and tipsFor Project 2: Give me some space

Add new random calls at the end

Every random call moves the stream along. If you insert a new one in the middle, every system changes. Add new ones last and existing systems stay the same.

Mix the seed first

Neighbouring seeds like 1 and 2 can feel alike. Multiply the seed by a big number such as 7919 before feeding it to the stream. It is close to an infinite improbability drive, and no hot tea is required.

See what the numbers are

Temporarily add a Print String after each random value. Seeing the distances and sizes makes problems easy to spot.

Draw the orbits

A Draw Debug Circle or Draw Debug Sphere node shows you where planets should be, even before the meshes look right.

Tidy your graph

Select nodes and press C to add a comment box. Right-click a group and choose Collapse to Function to keep big graphs readable.

Mind the distances

Unreal counts in centimetres. 5,000,000 is 50 km. Keep the action within about 50 km of the centre, or objects start to shake.

Fly one thing at a time

If the ship feels wrong, test with just the ship in an empty level. Adjust Max Speed, Acceleration and Deceleration before touching anything else.

Break wires quickly

Alt+click on a wire pin removes it. Drag a node over a wire to splice it in.

Things to try to enhance your projectProject 2: Give me some space

Speed and name on screen

Build a Widget Blueprint showing speed, the system name and the current seed.

Easy

Spinning planets

Add a Rotating Movement component to each planet so they turn slowly.

Easy

Different kinds of star

Pick the star’s colour and size from the stream: red dwarfs, yellow stars, blue giants.

Easy

Engine sound and trail

Raise the engine sound’s pitch as speed goes up, and add a simple Niagara trail behind the ship.

Medium

Moons and rings

Give some planets one to three moons using the same loop idea, with the stream deciding how many.

Medium

An asteroid belt

Use an Instanced Static Mesh and Add Instance in a loop to scatter thousands of rocks cheaply.

Medium

Scan a planet

Press a key to line-trace at what you are aiming at, then show the planet’s name, size and type.

Medium

Remember where you were

Use a Save Game object to store CurrentSeed, so your game resumes in the same system.

Medium

Project 3: The Trader

Buy low, jump, sell high. Prices differ in every system, worked out from its seed. Always know where your towel is.

16 steps, about 2 h 15 min, 4 lessons of 50 minutes

What you will end up with

  • Goods whose prices are different in every star system
  • A trading screen you open with T, with Buy and Sell buttons
  • Credits, a cargo hold, and a fuel cost for every jump
  • A goal: reach 5,000 credits
Before you startCarry on in your SpaceTrader project from Project 2. You need the ship, the star system Blueprint and the jump key working.

Prices that change from system to system

Project 3, lesson 1about 37 min of steps, then save and pack up
CheckpointPress J a few times: the printed price changes from system to system.

A trading screen

Project 3, lesson 2about 42 min of steps, then save and pack up
Project 3, lesson 3about 41 min of steps, then save and pack up
CheckpointPress T. The trade screen opens, and Buy and Sell change your credits and cargo.

Make it a game

Project 3, lesson 4about 15 min of steps, then save and pack up

Hints and tipsFor Project 3: The Trader

Test with cheap numbers

Start with 100000 credits while you test, then set it back. You will thank yourself.

Prices need a pattern

If every system has the same cheapest good, widen the random range for just one good.

Close the menu first

If the mouse sticks, check Close sets the input mode back to Game Only.

Keep a list

Write down your first profitable route. If you can’t make money, neither can your players.

Things to try to enhance your projectProject 3: The Trader

Cargo space

Limit the hold to 20 items so players must choose what to carry.

Easy

Price news

Print a message when a good is unusually cheap or expensive here.

Medium

Ship upgrades

Sell a bigger hold or cheaper jumps for credits.

Medium

Save your game

Use a Save Game object to keep Credits, Cargo and CurrentSeed.

Medium

Project 4: The Mission Board

Stations offer delivery jobs with a reward. The best jobs, the Guide says, are mostly harmless.

15 steps, about 2 h 12 min, 4 lessons of 50 minutes

What you will end up with

  • Names you can work out for any system, even one you have not visited
  • Three generated jobs in every system
  • A mission board you open with M
  • Pay when you deliver the goods to the right place
Before you startFinish Project 3 first. Missions use the goods, credits and cargo you built there.

Name any system from its seed

Project 4, lesson 1about 32 min of steps, then save and pack up
CheckpointMakeName gives the same names every time you run the game.

Generate the missions

Project 4, lesson 2about 42 min of steps, then save and pack up

The mission board screen

Project 4, lesson 3about 43 min of steps, then save and pack up
CheckpointPress M. A board with three jobs appears, and Accept works.

Finish the job

CheckpointYou accept a job, deliver the goods and get paid.
Project 4, lesson 4about 15 min of steps, then save and pack up

Hints and tipsFor Project 4: The Mission Board

Test with a near destination

While testing, set DestSeed to Seed + 1 so you can finish a mission in one jump.

Same stream, same order

Add any new random value last in the loop, so earlier missions don’t change.

Read the board aloud

If a mission reads strangely, fix the Append order. Clear text beats clever text.

Break it on purpose

Try accepting twice, or delivering too early. Real players will.

Things to try to enhance your projectProject 4: The Mission Board

Time limit

Fail the mission if it takes more than five jumps.

Easy

Bigger rewards, bigger risks

Give high-reward jobs a smaller deadline.

Medium

Mission chains

Finishing one job unlocks a follow-up at the destination.

Medium

Reputation

Track how many jobs you finish and offer better jobs as it grows.

Hard

Ideas for Project 5 and beyondPick the one that excites you most

The Galaxy Map

A map of about 100 systems, with names and positions from their seeds. Plan a route and spend fuel to get there.

Medium

Landfall

Land on a planet and step out as your walking character into a forest the seed generated, using Unreal’s Procedural Content Generation tools. It joins Projects 1 and 2.

Hard

Pirates

Enemy ships that chase and shoot, with weapons, shields and a health bar. Great for learning AI.

Hard

The Living Village

Back to the forest: day and night, villagers with daily routines, conversations and a small mystery.

Medium
Tell me which you wantChoose one and I will add it to this page as Project 5.

Using Epic and Fab assetsHow to add free assets to your own game

Free packs from Epic’s Fab store can make your game look much better. You do not need to type any code to use them. This section shows you what to download, how to add it and what to do with it.

Add an asset to your project

  1. Open Fab (fab.com, or Window → Fab inside Unreal). Sign in with your Epic account. Free items say Free or Add to My Library.
  2. Before you add it, check three things: the format says Unreal Engine, the supported versions include the one you use, and the download size is sensible.
  3. Click Add to My Library. Then open the Epic Games Launcher → Library → Fab Library (or the Library inside Fab in the editor), find it and click Add to Project. Choose your project.
  4. Back in Unreal, open the Content Browser. The asset is in a new folder named after the pack. Open the folder and explore.
  5. Drag it into your world, or into a Blueprint (see the table below).
  6. Check it: is it the right size, does it have collision, does it look right? The tips below show you how.
Add to Project or Create Project?Environment, prop and character packs use Add to Project. A complete game or template uses Create Project instead and starts a whole new project. Do not mix a complete game into your own project. The blue button in Fab tells you which one you have: it says Add to project or Create project. To borrow something from a complete project, open it and use Asset Actions → Migrate.

What works, and what it is for

Asset typeWhat you will seeHow to use it
Static Mesh (houses, trees, rocks, props, a ship)Names like SM_Drag into the level. In a Blueprint, pick it in a Static Mesh component, such as your ship’s body.
Skeletal Mesh (animated characters)A figure with an animation iconOpen your character Blueprint, select Mesh, and set Skeletal Mesh and Anim Class. Choose packs made for the UE5 Mannequin skeleton, or they will not animate.
Materials and texturesNames like M_ and T_Drag a material onto a mesh in the level, or set it in Details. Landscape materials go in the landscape’s Landscape Material slot.
Foliage (trees, grass, bushes)Static MeshesDrop them in the Foliage mode box and paint them on the ground.
SoundsSound Wave or Sound CueUse Ambient Sound for background sound, or Play Sound 2D in a Blueprint for effects.
Niagara effects (fire, rain, engine trails)A Niagara System iconDrag into the level, or add a Niagara Particle System component to a Blueprint.
Skyboxes and HDRIsA sphere mesh or a textureUse the skybox step in Project 2, or an HDRI Backdrop in an outdoor level.
BlueprintsNames like BP_Drag into the level. Open one first and see what it does before you rely on it.

Worked examples: free assets from Fab

The first three came from a Fab search with the Free filter on: Underground Tunnel, 3D Platformer Game Bundle and SciFi Beast06 Bull. All three show a green Saved in My Library tick, so they are already yours. Adding them to a project works the same way. What you do afterwards is different for each.

Saved in My LibraryExport targetUnreal EngineFormatUAdd to project123Should sayUnreal EngineUnreal iconmeans it worksClick, then pickyour project
The asset panel in Fab. Check 1 and 2, then press 3.
  1. Click the asset card. The panel opens on the right. Read the Description all the way down, because it tells you what the pack is and any special setup.
  2. Open the Formats tab and check the engine versions it supports include yours.
  3. Check Export target says Unreal Engine and the Unreal icon is under Format.
  4. Click the blue Add to project button. If a box asks which project, choose yours (for example ForestWalk). If you opened Fab from inside Unreal with Window → Fab, it goes into the project you have open.
  5. Wait for the download to finish, then look in the Unreal Content Browser for a new folder named after the pack.

Underground Tunnel

A whole environment: modular tunnels and a big central junction. Its description says it was built for Unreal 4 with baked lighting, and in Unreal 5 you must turn Lumen off for the lighting to work. That changes settings for the whole project, so add it to a copy of your project or a new test project, not your main one. Open its demo map from the pack folder. If it still looks flat, rebuild the lighting from the Build menu. Great for a bunker or dungeon game.

Harder

3D Platformer Game Bundle

Fab lists this under Game Systems, so it is probably gameplay, not just art, and may be a complete project. Read the description first. If it says project or template, use Create Project from your library and keep it separate from your own games. A good one to explore on its own and learn from.

Medium

SciFi Beast06 Bull

A creature model. Check the Formats tab and description for a skeleton and animations. Drag it from the Content Browser into your level and compare its size with the mannequin, then change Scale if needed. If it has animations, select it, open Details, set Animation Mode to Use Animation Asset and pick one. Use it as a monster, guardian or statue. Do not try to swap it in as your player yet, because that needs the right skeleton.

Easy to place, harder to animate

Procedural Nature Seasons Pack

A nature environment pack: the preview shows snowy forest, rocks, fences and a track. It suits Project 1. The description says the studio has stopped making content, so it is an older pack. Check the Formats tab for engine versions and test it in a copy of your project first. The button says Add to project, so use that. Open its demo map from the pack folder to see how it is set up, and read the description to find out how the seasons change. Then paint the trees with Foliage mode and use its landscape material as in step 21.

Medium

Northwood

A complete project from Epic Education. The button says Create project, not Add to project, so it makes a brand new project: a box asks for a name, a folder and an engine version, and it can be a big download. Open it and explore. The preview shows the mannequin walking through a town of wooden buildings, which is great village inspiration. To borrow a building for your own game, right-click it in the Content Browser, choose Asset Actions → Migrate and pick your own project’s Content folder. Keep your own game in its own project.

Easy to explore, medium to borrow from

Your own files

You can also bring in files from elsewhere. Drag them into the Content Browser, or click Import.

UseFile types that work
3D models.fbx is the safest. .glb, .gltf and .obj usually work in recent versions.
Pictures and textures.png, .jpg, .tga. Use sizes like 512, 1024 or 2048 pixels.
Sound.wav is the safest. Convert MP3 files to WAV first.

Hints and tips

Move files only inside Unreal

Rename, move and delete assets in the Content Browser, never in Windows Explorer. Otherwise things break and go pink.

Check the size

Place the mannequin next to your asset. A house should be about 3 m tall per floor. If it is wrong, change Scale in Details.

Make it solid

If you walk through something, double-click the mesh, open Collision in the toolbar and choose Add Box Simplified Collision. Save it.

Pink or checkered?

Wait for shaders to finish compiling (bottom right). If it stays pink, the pack may be for a different engine version.

Take only what you need

Packs can be several gigabytes. Add one pack at a time, and test it before adding the next.

Keep one style

Pick one pack per kind of thing, such as trees or buildings. Mixing many styles makes a world look like a car boot sale.

Lots of triangles are slow

If your game stutters, choose lower-detail assets, or fewer of them. Words like low poly or mobile help.

Move between projects

Right-click an asset and choose Asset Actions → Migrate to copy it and everything it needs into another project’s Content folder.

Check the licence

Free Epic assets are usually fine to use inside games you build. Do not give the raw asset files to other people. Ask your teacher before sharing a finished game outside school.

Not sure?

Make a copy of your project folder first and try the asset there. If it goes wrong, nothing is lost.

Built to be followed with the Unreal Engine 5 editor open beside it. Menu names can shift slightly between 5.x versions. Mostly harmless.