Content Examples

This sample project demonstrates specific concepts and techniques to use in Unreal Engine.

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The Content Examples project is designed as a showcase of different technology available to you in Unreal Engine. The project is set up as a collection of Levels, each level teaching a different aspect of the engine. As you move through the level, you will see a series of numbered stands, each of which having its own example asset.

Content examples are designed to be an interactive method of learning. For some of them, you will be required to play the level in order to interact with the assets.

You should feel free to open any examples within the Content Example levels, change or edit them, make your own versions of them, and learn from how they were assembled. You may also use any of the examples in your own levels.

Installing the Content Examples Sample Project

To install the Content Examples sample project, follow these directions.

  1. Navigate to the Learn tab in the Epic Games Launcher. Locate the Content Examples project in the Engine Feature Samples section. Click the Download button to download the Content Examples project.

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  2. Select Create Project to create a new project from the Content Examples sample.

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  3. Set the Folder location where you will create your project. If needed, change the Version of the Engine to the version you will be running.

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  4. Once the project is open, you can navigate through the entry hallway to lea`rn how to use the project file. Select File > Open Level to browse all the available content.

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  5. Choose a Map that you would like to explore. Select Open to open that map.

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Available Content

The following levels are available for you to explore in the Content Examples project.

Level Name

Content

Animation

This map provides examples of how to apply animation to an Actor. This can be done through one-off events, looping events, through a Blueprint, or by defining behavioral type sequences through Animation Blueprints. It also shows various animation asset techniques, and skeletal retargeting.

Animation_Basics

This map introduces the basics of animation. Learn about skeletal meshes, root motion, blend spaces, and more.

Animation Retargeting

This map provides examples of how to reuse animations on different characters, regardless of their proportions and skeletal hierarchies. Learn about techniques like Translation Retargeting, IK Rig and the IK Retargeter. The retargeting process can be done either at runtime, or for offline creation of new animation assets.

Audio

This map shows a variety of sound Actors and assets. Learn how to apply them in your levels. Also included are examples of how to set up Audio Volumes for effects like reverberation and volume control.

Blueprint_Communication

This map introduces ways that Blueprints can communicate with each other. Included are demonstrations of direct communication via casting, using Event Dispatchers, and sending data between Blueprints using Interfaces.

Blueprint_Input_Examples

This map shows examples of possessable Blueprint Pawns. Learn how to capture inputs from the player, then use them in different ways to drive various Blueprints.

Blueprint_Mouse_Interaction

This map introduces you how to use mouse inputs to control your game. Learn how to set up your Player Controller to enable mouse clicks.

Blueprint_Splines

This map shows you how to use Spline Components with Blueprints to create paths that can be used in a number of different ways.

BlueprintRenderToTarget

This map shows how to use the Blueprint render-to-target feature to implement a Texture creator, a Heightfield painter, and a GPU fluid surface simulation.

Blueprints_Advanced

This map introduces useful tips and techniques for using Blueprints in your levels. Included are randomization examples, creation of object arrays, and gameplay behavior examples like tracking spotlights and working doors.

Blueprints_Overview

This map introduces the basics of using Blueprint visual scripting in your projects.

Cascade_Legacy_Effects

This map shows examples of how to use the Cascade particle effects engine. Note: Cascade has been deprecated, and is no longer being actively developed. You should view the Niagara example maps for the latest technology.

Cascade_Legacy_Particles

This map shows additional examples of how to use the Cascade particle effects engine. Note: Cascade has been deprecated, and is no longer being actively developed. You should view the Niagara example maps for the latest technology.

Chaos Destruction

This map introduces you to the basics of Destruction using the Chaos engine. Learn about geometry collections, fracture methods, and more.

Character_Rendering

This map introduces examples of character rending for eye materials and hair shading.

Cloth

This map shows tips and techniques to use Chaos cloth in your games. Note: Cloth can be authored using the Skeletal Mesh Editor in Unreal Engine 5.

CommonUI

This map shows how to use CommonUI to create layered, multiplatform user interfaces.

Control Rig

This map shows how to use Control Rig to manipulate a Skeletal Mesh to create dynamic animations. Contro Rigs can be driven through Animation Blueprints or by Sequencer. Also shown are various Control Rig asset techniques, layering rigs, rig sharing, and splines.

Decals

This map shows you how to project Materials and material elements onto a surface. You can use decals to add unique effects on specific areas of a surface, for decoration or variation.

ExampleProjectWelcome

This is the welcome hall that opens when you first open the Content Examples project. It explains how to navigate the project.

FBX_Import_Options

This map shows some of the key settings to use when importing FBX files. FBX file import can be used for both static and skeletal meshes.

IKRig

This map provides examples of how to use an IK rig to pose a Skeletal Mesh. Data can be driven by Animation Blueprints, using interactive solvers like Full Body IK. Also shown are various IK Rig asset techniques, and how to use UK additively with animations.

Landscapes

There are three examples provided inside the Landscape Content Example map which showcase how mountains, hills, and valleys can be created using the Landscape tools. The second and third examples demonstrate the use of two additional tools, the Spline tool (used to create pathways) and the Foliage tool (used to quickly scatter and place Static Meshes like trees).

Level_Scripting

This map shows a variety of uses for Blueprint scripting within your level. Learn how triggers can be used with the Level Script Blueprint to handle a range of gameplay interactions.

Level_Streaming

This map introduces the concept of level streaming, showing you different ways to bring content into your levels at runtime.

Lighting

This map gives an overview of lights and their key properties in the engine. Included are examples of light types, light mobility, shadow settings, and more.

Material_Advanced

This map includes advanced examples of Material setup.

Material_Instances

This map shows you how to set up Material Instances. You can set up a master material, and child materials that inherit the parameters from the master material.

Material_Nodes

This map is an introduction to the different Material inputs. Learn from these examples how the different inputs affect the look of the material overall.

Material_Properties

This map provides an overview of all Material properties.

Math_Hall

This map introduces basic math functions, material functions, and trigonometry. Learn how math can be used in game scripting, in examples like making objects face a player, and using vectors to measure distances.

MorphTargets

This map gives an overview of how to use morph targets on a Skeletal Mesh to change its shape or material.

NavMesh

This map provides an overview of how to use NavMesh for AI navigation. For example, you can use this to navigate around obstacles.

Network_Features

This map showcases examples of the Blueprint networking features.

Niagara_Advanced_Particles

This map shows advanced Niagara particle effect examples. Learn how to do Nearest Neighbor queries, Simulation Stages, Iterative Constraints, Mesh Reproduction, export your particle data to Blueprints, and more.

Niagara_Fluids

This map shows examples made with the Niagara Fluids plugin. See examples of 2D and 3D gas and liquid simulations. Learn how to set up collisions, lighting, parented simulation, and about quality / performance tradeoffs. Note: You must run the simulations in PIE. Make sure your graphics card is updated to the latest drivers.

Niagara_Particles

This map is an introductions to the Niagara Particle Effects engine. Learn by immersing yourself in Niagara simulations of increasing complexity.

Paper2D

This map introduces how to use the Paper2D Plugin to create 2D games. Learn how to create sprites, flipbooks, and apply physics with a locked axis.

ParallaxOcclusionMapping

This map shows you how to use Parallax Occlusion Mapping to give textures the appearance of displacement using the pixel shader. This is similar to Bump Offset, but gives more accurate intersections by ray tracing through a height map.

PhysicalAnimation

The examples in this map show how to blend character animation with physics.

Physics

This map is an introduction to Physics in Unreal Engine. Learn how to apply forces to objects, and about different types of constraints.

PivotPainter

This map explains how to use the PivotPainter script from 3ds Max in Unreal Engine. The examples were created using Per Object Painter. This MAXScript is used to store model pivot and rotation information in the model's vertex data. This information can then be used to change the shape, position, or orientation of objects dynamically in the engine. Advanced examples show you how to animate grass and trees.

PivotPainter2

Pivot Painter 2 is a 3ds MAXScript that can be used to generate complex procedural animations. Pivot Painter 2 has an improved workflow in 3ds Max, improved data accuracy, and increased the number of output options.

PostProcessing

This map shows examples of Post-Processing effects you can apply to change the look of your level. Explore options like film, bloom, lens flares, and many more.

ProceduralMesh

This map explains how to use the Procedural Mesh tool to generate shapes using vertex positions, triangles, normals, UVs, and tangents.

Skin Rendering

This map shows how to use Subsurface Profiles to create realistic-looking human skin.

StaticMeshes

This map introduces you to Static Meshes and their many different properties. Learn how to make a mesh static or movable in-game. See examples of UV texture mapping, applying materials to a mesh, vertex colors, the MeshPaint tool, and more.

UMG

Learn all about how to build user interfaces for your game using UMG. See examples of sliders, buttons, progress bars, and more.

Volumes

Learn how to add Volumes to your level to achieve different effects. Volumes are used to define an area within which you will apply a specific behavior. For example, you can cull objects within a volume based on the distance from the camera.