Existent Unreal Plugin
v0.0.1
v0.0.1
  • ๐Ÿ‘‹Welcome
  • Overview
    • ๐Ÿ’กWhat we do
    • โœจFeatures
    • ๐Ÿ“•Glossary
    • ๐ŸžBug Reports & Feature Requests
    • โ“FAQ
    • ๐Ÿ—’๏ธRelease Notes
      • Existent v0.0.1 Release Notes
  • Learning Existent
    • ๐Ÿ“˜High-Level Overview
    • ๐Ÿ› ๏ธHardware Setup
    • ๐Ÿ–ฅ๏ธGetting Started
      • Installing Unreal Engine
      • Installing Existent Plugin
      • Setting Up a New Project
      • Creating your first Map
        • Duplicating the Starter Level
        • Creating and Configuring the Stage
      • Setting up Player Pawns & Animations
      • Running the Experience
    • ๐ŸŽญBackstage Mode
    • ๐Ÿ“ผSession recording & playback
    • ๐ŸŒ‰RealityBridge
  • GUIDES
    • ๐Ÿ‘จโ€๐Ÿ’ผCustomising Player Avatar
      • Mappings
        • Hand Bone Mappings
        • Body Bone Mappings
        • Tracker Mappings
      • Animation Blueprint
      • Assign assets to Player
    • ๐ŸชAdding Tracked Objects
      • Using Vive Ultimate Trackers
      • Outside-in (Optitrack/Vicon) Setup
        • Aligning HMDs with outside-in systems
        • 3D-Print an Alignment Tool
      • Creating Digital Twins/Props
  • Resources
    • ๐Ÿ”ฌClasses/Components
      • ExistentStage
      • ExistentSpace
      • ExistentVehicle
      • ExistentPlayer (Pawn)
      • ExistentPlayerAnimInstance
      • ExistentGameModeBase
      • ExistentTrackerComponent
      • ExistentGrabComponent
      • ExistentGripComponent
      • ExistentHandComponent
      • ExistentTrackingConfidenceComponent
      • ExistentAlignmentComponent
      • IExistentAlignmentSubject
      • ExistentDebugPanelComponent
      • ExistentUMGWindowComponent
    • ๐Ÿ“ƒExistent API
  • Tutorials & Examples
    • ๐Ÿ“šTutorials
Powered by GitBook
On this page
  1. Learning Existent
  2. Getting Started
  3. Creating your first Map

Duplicating the Starter Level

PreviousCreating your first MapNextCreating and Configuring the Stage

Last updated 1 year ago

  1. Begin by duplicating MAP_StarterLevel provided with the plugin. An easy way to do this is by navigating to โ€œAllโ€ in the Content Browser, typing MAP_StarterLevel into the search bar, then dragging the level asset into the Content folder, and selecting โ€œCopy hereโ€. Rename it so you can differentiate it from the level asset in the plugin.

  2. Note: If you canโ€™t find the asset, make sure you have โ€œShow Engine Contentโ€ and โ€œShow Plugin Contentโ€ options enabled in the Settings dropdown of the Content Browser.

  3. Open the newly created level by double clicking the asset.

  4. In Project Settings, under Project โ†’ Maps & Modes, set the new map as the Editor Startup Map, as well as Game Default Map.

  5. (Optional) You may now delete the content that came with the project template unless you wish to use it in your project.

๐Ÿ–ฅ๏ธ