Notes from the Unreal Engine beginner path. Short, honest, replaceable as I ship real work.
PCG world-building notes
Wrote a step-by-step on the Games page for Unreal Engine 5.8’s
official stack: PCG, PCG Primitives, Mesh Terrain, Biome Core,
and the updated City Sample. Enable the plugins in Edit →
Plugins, then one graph and one volume before the city. That is
the generic modular env path Epic is pushing — best starting
point, written in order so I can actually click it.
Project BPLearn has begun
Started learning Blueprints in detail. New recording on the Games
page: Unreal Engine 5.8, Content / BPLearn, a Blueprint Class, the
Event Graph. Event BeginPlay, a Timer integer, compile. That is
the fundamentals of coding with Blueprints — not a game, an
explanation of how the nodes actually run.
Starting a top-down strategy / shooter
The first game page is now the Games page. New recording: Unreal
Engine 5.8, Blueprints, Top Down template. Click-to-move on a
graybox, then the Enhanced Input actions that make the click an
order. That is the start of a top-down strategy/shooter — not a
trailer, an explanation of how the next game begins.
First Game in Unreal
A new playable sits on the Games page. Third-person mannequin,
a painted start line, colored platforms, and a timer HUD. Recorded
in the Unreal Editor viewport. Packaged Android and Windows builds
are on that page too. FHOU — coins and game-over from 25 August —
stays underneath as the loop that started it.
oTTeCAD on the site
The Rust polygonal editor now runs in the browser on a Rust page.
I am writing my own 3D modeler in system-level code — mesh, GPU, tools.
Same tools as the desktop build: object and edit mode, extrude, inset,
gizmos, OBJ in and out. WebGPU does the viewport. It is not Blender —
it is the workbench I wrote, parked next to the games.
FHOU — first playable
I have a loop I can run. Third-person mannequin on a lime graybox,
coins that increment a HUD, a game-over widget. Working title FHOU.
Two recordings — editor and standalone preview — are still on the
Games page. Pretty can wait. Play could not.
Why Unreal Engine, and why beginner
I spent years on 3D modeling and a stretch in other engines and tools. Unreal Engine
is where I want to learn game development properly: editor, Blueprints, then C++.
Calling myself a beginner is the point. The 3D artist site is retired. This studio
site is the new start.
Graybox before beauty
First maps are cubes in a pine clearing. Scale, door height, and a path the player
can read. Pretty materials come after the space works. That is a 3D artist habit I
am trying to keep — and a game-dev habit I am trying to learn.
One light, then the forest
Lighting studies first: a lantern, fog, wet bark. If a scene feels like a place
with a single source, I trust it more than a dozen fill lights. Next: hook that
mood into a walkable blockout inside Unreal.
From Blender files to an Unreal folder
I already know how to make game-ready meshes. The new skill is import settings,
collision, Nanite choices, and materials that survive engine lighting. That is the
homework for the next weeks.