Creating Your First Project

When you launch UE5 from the Epic Games Launcher, the Project Browser appears. From here you create a new project or open an existing one.

  1. In the Project Browser, select a Category from the left column (Games, Film, Architecture, etc.).
  2. Choose a Template — for a first project, Third Person is recommended as it provides a fully functional character controller.
  3. Set the Project Defaults: Blueprint or C++, target quality (Maximum / Scalable), starter content.
  4. Choose a Project Location and give your project a name. Avoid spaces in the path.
  5. Click Create. UE5 generates the project folder structure and opens the editor.
Unreal Engine 5 editor main interface with viewport, outliner, and content browser
The UE5 editor default layout: main viewport (center), Level Outliner (top right), Details panel (bottom right), Content Browser (bottom), and toolbar (top).

Available Project Templates

TemplateCategoryBest For
BlankGamesStarting from scratch with a clean level
First PersonGamesFPS games, first-person exploration
Third PersonGamesTPS games, platformers, action-adventure
Top DownGamesStrategy, isometric RPGs
PuzzleGamesPoint-and-click, puzzle mechanics
VehicleGamesRacing games, vehicle simulations
Film / VideoFilmCinematic sequences, virtual production
ArchitectureArchitectureArchitectural visualization, walkthroughs

Editor Interface Overview

The UE5 editor consists of several key panels that you will use constantly. Understanding their roles is essential before diving into content creation.

Annotated UE5 editor layout showing each major panel
UE5 editor with panels labeled: (1) Toolbar, (2) Viewport, (3) Level Outliner, (4) Details, (5) Content Browser, (6) Mode toolbar.

Main Viewport

The Viewport is the primary 3D view into your level. You can switch between Perspective (default), Top, Front, and Side orthographic views using the viewport drop-down in the top-left corner.

ShortcutAction
Right Mouse + WASDFly-through camera navigation
FFocus camera on selected actor
GToggle Game View (hides editor gizmos)
W / E / RSwitch to Translate / Rotate / Scale gizmo
SpacebarCycle between Translate, Rotate, Scale
Alt + GToggle between Lit and Unlit mode
Ctrl + Z / YUndo / Redo
EndDrop actor to floor surface

Level Outliner

The Level Outliner (top-right panel) displays a hierarchical tree of every actor in the current level. You can select, rename, reorder, hide, and lock actors from here. Actors can be organized into folders for large scenes.

Details Panel

The Details panel shows all properties of the currently selected actor or component. Properties are organized by category and can be searched using the search bar at the top. Most properties can be animated via a pin icon that exposes them to Sequencer.

Content Browser

The Content Browser manages all project assets — meshes, textures, materials, sounds, blueprints, and more. Assets are stored in /Game/ (your project folder) and /Engine/ (built-in engine content).

ℹ️
Asset References

Assets in UE5 use Object Paths like /Game/Characters/Hero/SK_Hero. Never move or rename assets using the OS file manager — always use the Content Browser to preserve references.

Project File Structure

A fresh UE5 project contains the following directories on disk:

text
MyProject/
├── Content/          # All UE assets (.uasset files)
├── Config/           # INI configuration files
├── Source/           # C++ source code (if C++ project)
├── Plugins/          # Project-specific plugins
├── Saved/            # Autosaves, logs, screenshots (gitignore this)
├── Intermediate/     # Build artifacts (gitignore this)
├── DerivedDataCache/ # Shader cache (gitignore this)
└── MyProject.uproject  # Project descriptor JSON file

Playing in the Editor

UE5 supports three Play-in-Editor (PIE) modes accessible from the toolbar:

  • Play (PIE) — Runs the game inside the editor viewport. Press Esc to stop.
  • Simulate — Runs physics and AI without possessing a pawn. Useful for debugging level logic.
  • New Editor Window — Opens the game in a standalone window at a specified resolution.
UE5 editor toolbar showing Play, Simulate, and Launch buttons
The UE5 toolbar play controls: Play (▶), Skip Frames, Stop, and Eject (separates camera from possessed pawn during PIE).
Next Step

Now that you understand the editor, read Actors & Components to learn how UE5 scenes are structured.