Welcome back everybody. In this video, we are going to take a closer look at this area of the level editor right down here. This is the Content Browser. And the Content Browser is the main area in the editor for creating, importing, organizing, viewing, modifying or accessing assets within unreal things such as props and audio files, or particle effects. So for starters here, if you do not see this content browser down here, and I'll actually exit it out here to simulate not being able to see it, there's a couple ways that you can get this back in your level editor. The first way to do that is to simply click on this Content button right up here in your toolbar.
That'll bring it back on the second way if you don't see it again, I'll exit it out here. If you come under the Window menu up here and simply find content browser and check on content. browser one you can actually have four content browsers on at a time. But one will do us just fine for now. So the Content Browser is mainly used for dragging and dropping assets into a scene such as a prop, like our chair like we did in the last video, or maybe a bush, something of that nature. But you could also do other things in the Content Browser browser.
Things such as managing your content folders over here, creating new ones, moving them around that sort of thing. You can also rename your assets by simply selecting any of these guys and hitting the f2 key to rename it. You can move or copy assets. So right now in this props folder, I've got this chair I could move it to any one of these other folders or create a copy of it. I can also import assets from outside of the editor that we created. Maybe we created some asset in my in we wanted to import Here into the Unreal Engine, you can do that by simply using this import button to import those assets.
So within the Content Browser, you can also access sub editors. And I'm going to show off a few of them here. And I'll start off with our SM chair here. So if I double click on this, you will find the mesh editor. So what you can do in an editor such as this is simply restates some of the default properties of your mesh such as I've got this material here that is applied to it, I could change the default material here to be gold instead. And save this.
So now I've changed my default chair to have a gold material on this. So now any instance of a chair I bring in will be gold. We're going to go ahead and change that back to its default by clicking this little yellow back triangle here to Reset to Default I will save that will actually set it back to the world grid. Let me change that back to the chair and save that out. I could also set some collision settings in here this is also here you can turn on and off or show your simplified collision or complex collision. So if I check this on, you can see the collision here.
If I did not like the collision that was applied to this mesh, I can actually change it up here by saying a remove collision such as that and then maybe I want to add some simplified box collision. So now I got a simplified box collider around this guy can save that out. So that is the Static Mesh editor. We also have something like the particle editor such as this p underscore fire. Currently this is known as the cascade particle editor. I believe they are changing this in the very near future to an editor called niagra.
But this is Where you can go to modify and create different particles in the editor as well. Um, in addition to this, you also have tried to exit this out, it's being a little slow. You also have the sound cue editor, which this is an example of the sound cue editor, which is a place you can go to create and modify sounds. You also have the materials editor and opening up one of these guys. You can see many nodes put together to create the look of this material right here. Next, let's talk about ways you can add new assets into your content browser.
Well, there's several ways to do that. The first being you can click on this green Add New button here. And here you can create new things such as new particle systems, materials, blueprints, this is for scripting. Also some user interface elements such as like a Widget Blueprint which is useful for creating menus. Use screens or HUD. That's one way to do it.
Second way to go ahead and create some new assets is to simply come into any of these folders. And right now I'm in the Starter Content particles folder and I could right click in here and find that same menu and I could add a new particle system, just call this key underscore new. And then if I was to open this up, I could begin editing a new particle. Another way that I can add a new asset is simply through clicking this import button. Now, you want to make sure that you save your assets after you add them. So let's talk about ways to save them right now you can see that this new particle that I've created has this asterisk on it, that indicates that it needs to be saved.
So there's a few ways you can save it. One is to click on this Save All button which is going to save all modified assets here in the Content Browser. To is you can simply right click On the asset you want to save in in the right click menu, you can click Save. And then the third way is to do this control plus s hotkey. To save it as well, I'm simply going to click on this for the time being to save it. Let's talk about the two different sides of the Content Browser.
Next, you've got this left side with this folder structure over here. And then you've got this right side that also has a folder in it but also shows the assets themselves. Over here on the left hand side, this is known as the sources panel. And if you do not see this folder structure over here, you can click on this little button right here to show or hide the sources panel. So right now I'm just toggling it on and off. And this is just going to give you a overall folder representation as to the entire structure of all your folders and assets here within unreal.
So you've got this master content folder right here. And within this master content folder, you can see I've got folders for each geometry, mannequins, Starter Content, etc. These correspond to geometry, mannequin, Starter Content, etc. And then if I was to drill down into say my Starter Content folder by clicking on that, you can see that all these folders right over here correspond to these folders right over here. Now, you will notice that there is a search bar over here at the top of the sources panel. If I were to type in the word particles, that is going to whittle me down to anything with the word particles in it, such as the particles folder also brings on the materials folder here is well, because I have something named particles on the inside of there.
Next, let me just actually click on this particles folder, and that's going to lead into my discussion over here of this right hand side panel. This is known as the assets window. One thing to point out Right across the top here is this right here shows a breadcrumb trail of your directory paths. We're in content Starter Content particles. Let me actually just exit this out right here. And I can click on any of these arrows right here to jump to another folder under Starter Content.
Or I can click right here on the Starter Content itself to back up to the Starter Content folder. Those are good little shortcuts to know. I like clicking on these little arrows right here to show all the folders that live within the content folder here, for example. So that's good to know. Also, you can click these little back and forward buttons right here and you can see what that does, that'll jump you back to the last folder that you were within. So going forward, backward, forward, backward, you get a pretty clear representation as to what that does.
So there is also a search bar in Hear if I was to simply just type in the word. Let's go, I'm going to click on the Starter Content folder. And then I'm going to just type in the word fire. This is going to drill down in, show me any assets that live within the Starter Content folder that have the word fire in them. So this is going to display my particle effect for fire, but also some sound effects with the word fire in them, as well as a blueprint, which is some scripting related to fire and also some textures with the word fire in it as well. Okay, so that is going to wrap up part one here on our discussion in the Content Browser.
A little bit more to cover in part two. We'll see you then.