Getting Started with UE5
Create your first project, explore the editor interface, and understand the core workflow used by every UE5 developer — from indie to AAA.
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.
- In the Project Browser, select a Category from the left column (Games, Film, Architecture, etc.).
- Choose a Template — for a first project, Third Person is recommended as it provides a fully functional character controller.
- Set the Project Defaults: Blueprint or C++, target quality (Maximum / Scalable), starter content.
- Choose a Project Location and give your project a name. Avoid spaces in the path.
- Click Create. UE5 generates the project folder structure and opens the editor.
Available Project Templates
| Template | Category | Best For |
|---|---|---|
| Blank | Games | Starting from scratch with a clean level |
| First Person | Games | FPS games, first-person exploration |
| Third Person | Games | TPS games, platformers, action-adventure |
| Top Down | Games | Strategy, isometric RPGs |
| Puzzle | Games | Point-and-click, puzzle mechanics |
| Vehicle | Games | Racing games, vehicle simulations |
| Film / Video | Film | Cinematic sequences, virtual production |
| Architecture | Architecture | Architectural 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.
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.
| Shortcut | Action |
|---|---|
Right Mouse + WASD | Fly-through camera navigation |
F | Focus camera on selected actor |
G | Toggle Game View (hides editor gizmos) |
W / E / R | Switch to Translate / Rotate / Scale gizmo |
Spacebar | Cycle between Translate, Rotate, Scale |
Alt + G | Toggle between Lit and Unlit mode |
Ctrl + Z / Y | Undo / Redo |
End | Drop 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).
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:
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
Escto 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.
Now that you understand the editor, read Actors & Components to learn how UE5 scenes are structured.