All right, Welcome back, everybody. And in this part two discussion on the level editor, we're going to pick up directly where we left off at the end of part one. But talking about a few more areas of the editor, the level editor worth knowing about. And we're going to start up in this upper right hand corner, which is known as the world outliner. Now, the world outliner lists all the assets existing in your scene. So you can see that I've got a chair here in my level, and it listed right here, it also says that I have two rocks as well.
And if I was to double click on a particular asset here in the world outliner, just double click it right there, it's gonna jump you right to it. Like so, which is super handy. If you happen to be way far off on the other side of the level, you don't know where that particular asset is simply just double click on that guy. It's gonna jump you right to it. You can hide things in the world outliner. So I've got my chair here.
Now if I click this little eyeball icon right here, I can hide it. I can also tap the H key with it selected, and that will hide it as well. Okay, you can also parent things to one another right here in the world outliner. Well, what does that mean? So let's do this. I've got a chair here and I've got a cube right here.
If I was to drag and drop this cube, right on top, I'm just left clicking and dragging it right on top of this SM underscore chair, it says it will attach the cube to the chair. So now you can see it's a little indented like this. Now if I was to select the chair and move it, the cube is going to come along for the ride. However, if I was to select the cube and try to move it, it is going to move independently. So this is a good way to group some objects together. If that is So what you desire.
Now, I'm just going to go ahead and drag my cue back on top of my chair to unparent it. So now they move independently of one another. That is going to do it all for our discussion here on the world outliner. Let's move on to world settings, which is this tab right down here. So this is where you can go to override any settings within your world, which is another word for level in this case, and a fun one I like to do to show off the world settings, is there are some project wide gravity settings that determine how fast your character falls to the ground and that sort of thing. You can actually override that right here in the world settings by coming under the world settings tab, clicking this override world gravity and I'm going to set my global gravity z to be some value like 200.
So now if I was to right click in my level and I'm going to say play for Here, you're going to see a guy and yeah, I know he's not stepping on the ground all that accurately. And you may be like, well, what is different here? Well, if I hit the spacebar to jump, he is going to float float away. And the reason he's going to do this is because in my world settings, I have over written my global gravity Z value to be a positive number, which is going to make them float up and away. I'm just gonna reset these to default so that that no longer happens. All right, next, let's turn our discussion to the menu bar right up across the upper left hand port portion of the editor.
First, you've got your file menu here and this is where you can do things such as open and save various levels and projects. Next, we've got the Edit drop down menu here. This is where you can go to find some Project Settings. I'm just going to open that up briefly so you can see what this is all about. I wouldn't fiddle with this too much. If you are new.
Next, we've got the window button. This is super important to know about. And you can see that there are a bunch of different options here, some with checkboxes, some with out check marks. Now what you'll notice here is that anything with a checkmark next to it, that is a window that is essentially open in our editor. So for example, modes here has a checkmark next to it. That is because the Modes panel whoops, the Modes panel in the upper left is open as well as the world outliner has a check mark.
That is because the world outliner up here is present. Now if I was to accidentally click this little X button to close out this tab, which happens from time to time with students, and they're like, Hey, where is my world outliner know that you can come under the window option right here. Check it back on and that will make it reappear in your level editor super good to know. Next, you have the Help button right up here. And this will open up some options to various documentation and forums of support that you can reach out to if you're having trouble learning the engine, I find the forums and the answer hub to be quite useful as well as the official Unreal Engine documentation, which explains how to use all the tools in the engine. It is quite extensive, a little intimidating, but it is quite thorough.
Next up, we have the toolbar, which is this area of the engine right here. Save Current, this is going to save the current level. So for example, right now I've got a level known as Modes panel. If I click on this, it is going to get rid of this asterisk to show that it is saved. Next up, we've got this source control button source control is something that large development teams used to coordinate their efforts. If you were working individually, this buttons not really going to change Turn you.
Next up, we have this Content button it says it's going to open the Content Browser. If I click on it, it's just going to flash this little tab down here saying that hey, you already have it open. Next you have the marketplace button where if you click on it, you'll be like, Hey, what's going on? Where's this taking me This is essentially trying to direct you to the marketplace that you also have available in your Epic Games launcher under the Unreal Engine marketplace tab, you can find various content packs here to add on to your project. Next up you have the Settings button. This is where you can also go to access your project settings and some world settings along with some other options here as well that I would not recommend new users fiddle with at all.
Next up you have a blueprints button. The blueprints button is essentially where you go to script. And scripting is kind of another word for coding for all you non coding Type people where you can script functionality into your game. Next up, you have this cinematics button. This is where you can go to create various types of cutscenes in your games. Next up you have the build button.
This is where you can go to build things such as lighting in your game or maybe AI, navigational paths, that sort of thing. Next up, you have the play button which will do exactly what it says it will play in the level, you will use that quite frequently. The reason I am spawning from way up high is because that is where I currently have my player start actor where Wait a pie in the year which is going to determine where I spawn in. Now, this is worth also pointing out that if you click this little drop down arrow next to the play button, you have various options here. If I am to click play right now I'm going to play right here in the selected viewport but I can also select to play in a new editor window which will present a larger size window when I jumped into the game, just gonna hit Escape here to jump on out of here.
Launch button is where you can go to launch on various devices that can get too into that right now, um, other notes about the level editor here before we wrap things up. In the upper right hand portion of the editor, you're going to find the name of your project, which mine is called Udemy basics. You've got this little graduation cap icon right here that you can also go to to get more help. On very many of these tabs, you're going to find these little yellow triangles. And if you are to click on them, you're going to see that you're going to actually expose what this particular tab or menu window is called. So there's my toolbar tab right there.
As you can see, it's checked on, you can right click on this and hide the tab to kind of get rid of that same here exploding It or right click on it to hide the tab. You can move panels around. So let's just say for example, you did not want the world outliner to be located right here, you could simply left click, drag it and move it to a different portion of the editor. Maybe I want to dock it right next to my content browser, you can do that if you so wish. I'm going to drag this guy back to where I want it. on any of these edges right here, you can simply left click and drag to resize various Windows as well.
And lastly, let's see if you wanted to if you messed up your layout so bad, you can come under this window button right here, and you can come under reset layout to reset your engine layout. With that, that is pretty much going to do it for our discussion on the level editor. There's still more to talk about here, though to get your feet wet and working. With the Unreal Engine so that's gonna do it for this one. We will see you guys in the next video.