[AUDIO LOGO] SPEAKER: Hello. And thanks for
joining this tutorial on how to use a composition
grid overlay in Unreal Engine. I have brought in the
Twinmotion demo scene into Unreal Engine using the
Twinmotion to Unreal Engine workflow. Now let's set up a
camera for this view here I have on the screen. It's in a standard
perspective viewport with a path tracing turned on. If I'd like to create
a camera of this view, I can do so by going over
to the left-hand side, going down to
Create Camera here, and selecting
Scene Camera Actor. Now you'll notice that,
on the right-hand side, the camera appears
in our outliner, and we're getting a little
preview of the camera here. If I'd like to expand
that to the main viewport, I can go over to Perspective
and go down to Place Cameras. Now you'll notice that there are
a lot of images here already. These are the images that
have been brought into Unreal Engine from Twinmotion. But we'll be looking for
this camera actor here. So go ahead and select it. Now you'll notice
that it applied default camera settings, which
is great for many aspects. But here, we're a
little zoomed in, and so the focus
is not quite right. In order to change that, I
can go over to the outliner, make sure I have
my actors selected, and then scroll down to
Current Camera Settings. Now I'll go over to the
Focus Settings here. And you'll see that we have
several different settings we can control here. In order to let the
camera know where to focus for this
project, I'm going to use the eyedropper
tool here and select the corner of this table. Now there are many
different options we have for
controlling our lens, such as setting the focal
length here and controlling some aspect ratio
settings here as well. Now if I'd like to edit the
composition of the camera, I'm going to go over and change
a few things in the viewport to set me up for success. So first, I'll go up to
where it says Perspective. I'm going to select
Cinematic Viewport. Now you'll see that it jumped us
out to the standard perspective view. I'll go ahead and go back
into my Placed Camera. And now I'm going to go
over to the right-hand side. And you'll see that we have some
more options here while we're in the Cinematic Viewport. So I can hit this dropdown
here, and toggle in between some of the grids here. So I'll go ahead and
do this grid 3 by 3. And then I can
navigate in my scene to get the view I'm looking for. Now, if I'd like to
lock my camera view, you can go over to
the right-hand side, right click it, go
down to Transform, and Lock Actor Movement. This will inform you it
is locked by giving you a note on the left-hand side. Now I won't be able
to move the viewport and continue to
work in this scene. If I wanted to work in
multiple viewpoints, I could go up to the right-hand
side, select this icon of four, and now I could curate
the way in which I work. So we'll see we
have a top, right, and back view using wireframe. If I better wanted to place
myself in these viewports, I could select the table dining
here, hit F on my keyboard, and it's going to zoom the
viewport into that object. You can see it in
the top viewport. I can move my camera around here
and understand its relationship to the table. Now you might want to go in
and hide some elements so that the wireframe
isn't as dense. But I hope this is a helpful
tip for placing your cameras inside Unreal Engine. Thanks for joining.