In this lecture will explore the different parts of the unreal editor. So let's go do that, this is the default layout for the unreal editor, and throughout the courses and the specialization, I will just use the default layout. So there are a number of different areas that we need to know about when we're using the unreal editor. First at the very top here is a menu bar, so you can do sort of the standard things in the menu bar, and periodically, I'll show you how we use the menu bar to do some of those standard things over here. On the left is what's called the modes panel and will most commonly use the modes panel to drag assets from there into the map. And the map, which you can also think of as a level is displayed here in the View Port Panel, which you'll hear me and many others simply just call the View port. So one of the ways that we add assets to our map is to take the mode panel and drag them over and drop them into our map. Another way that we add assets to our map is down here on the bottom using what's called the content browser. And this, not surprisingly, lets us browse our content. And you'll see, as we develop our unreal games throughout the courses and the specialization that we will populate this content browser with assets that we can then drag into the map. And by the way, when we drag an asset into the map, it's called an actor. So it's an asset when it's just sitting off somewhere in a folder, But once we drag it into our map, it's an actor. Over here on the upper right, you can see the world out liner, so this shows everything that's been placed in the world, and these are default assets that are placed in our level. This is with no starter content, this is just the basic stuff that unreal adds to a no starter content project, so you can see if I select floor, for example. I've now got the floor selected in the map itself, and you may have noticed that a whole bunch of stuff showed up down here. So down here is called the details panel, and the details panel is where we modify characteristics of the actors that we have in our map. So, for example, if I decided that I wanted the floor at 100 Z instead of 20 I can just do that. And I've just moved the floor up, you'll also commonly see, as you move things around this message that says the lighting needs to be rebuilt. And there are a number of different ways we can build the lighting we can control shift semi colon, and if you do that, it says it's starting up a swarm connection That's just the lighting builder. In unreal, you'll see some messages down on the lower right, and then lighting has been rebuilt the other way you can rebuild lighting is by using this tool bar that you see along the top above the view port. So you can also click this down arrow and you can say build lighting only. So that's another way to build lighting if you've forgotten the hot keys for building lighting. And of course, this toolbar also gives us other options, like saving current, which can also do with control us. It lets us play the level which isn't exciting, with the default level and a variety of other things that will explore as we build games. The only other thing that I'll talk about in this lecture, because we'll be interacting with all these different parts of the editor as we build games. This is just a quick tour of how that works is down here on the bottom. You'll see I also have an output log tag, and that doesn't come by default. But we're going to use that a lot, especially early on in the first courses to display messages. So if you don't see the output log tab in your configuration, you can always go to window developer tools, output log and select Output Log. And that will give you the output log panel, and you can drag it down over here and docket next to the content browser and so on. This is a pretty standard interface where you've got dockable panels and you can peel them off from where they currently are and move them somewhere else. But I'm going to just leave it as the default layout so that we don't have to worry about that changing the way it looks. If you keep the default layout as well then your unreal editor will look the same as mine, and that will make it a little easier to follow along as I'm doing things. And that's a quick tour of the unreal editor. To recap in this lecture, we learned that the unreal editor has lots of panels that are useful to us as we develop unreal games.