
Navigate Unreal Engine’s editor, create a basic level, save it as 000 - developer level in the levels folder, and set it to start with Paper Z for 2D sprites.
Implement left and right movement with a single axis input for keyboard and controller, mapping d-pad, a/d, and thumbstick x axis, and apply a negative x scalar to move left.
Position the player at world origin on the x and y axes, apply a deadzone to remove stick drift, and lock the y position for 2D movement along x axis.
Learn to create a jump-start animation by organizing jump sprites into a flipbook, naming the animation jump start, and wiring it into the animation blueprint alongside idle and run states.
Learn to add a jump landing sound in Unreal Engine 5.5 by duplicating footsteps setup in the hero blueprint, wiring event on landed to play jump sound, and test.
Organize assets in environment and village folders, create a simple actor blueprint platform village, import Quixel Megascans Japanese stone bridge in low quality with base mesh collision; test jumps.
Duplicate and isolate the developer level from the main level, prune assets, and reset positions to prep for testing enemy AI.
Create a simple health system by adding an integer player health, building a health bar widget, and adding it to the viewport to visualize damage and lower health.
Wire the death screen to make exit and restart work with onClick events, open the current level by name, and set the input mode to game only.
Set up a grounded 3-hit sword combo in Unreal Engine 5.5 with three attack states. Establish a one-second input window to control idle transitions and attacks one-to-three.
Set up a nav mesh bounds to define walkable areas and drive a melee enemy toward the player using simple move to location via the AI controller within detection range.
Master component timing and tick rate in Unreal Engine 5.5 by tuning delta seconds, tick intervals, and pawn sensing to control melee enemy behavior, distance checks, and attack decisions.
Link the axe swing attack to code by toggling is attacking and axe swing attack, playing the animation, spawning the hitbox, and using an animation notify in Unreal Engine 5.5.
Nerf the melee enemy by reducing its sight radius to 600 and its walk speed to 450, giving players time to react and stun the foe after attacking.
Create a basic idle animation for a ranged enemy in Unreal Engine 5.5 using a paper flipbook, extract sprites, and tune scale and offset to avoid flicker.
Updated up to UE5.74.
Made for absolute beginners getting into Game Development Unreal Engine. Learn how to create a 2.5D platformer in Unreal Engine.
Platformers are one of the best ways to get into game design. Learn how to get a platformer up and running in a fully playable state. You will go from a blank project through all the steps a good game developer takes to make a fully playable game.
The pacing is set just right so you never get confused or go into a topic without the right amount of knowledge.
Through the course you aren’t just going to make a copy paste of what I make. Instead, I’m going to teach you how to think like a game designer so you will be able to create the games that you want to.
My hope for you is that after this course you will go out and finish the game idea that you have had on your mind and launch it. As an avid gamer myself, I can’t wait to go on the journey you will create.
For anyone coming from UNITY ENGINE, this is the right course for you. It teaches everything you need to get up to speed using blueprints to create the games you want to make. Built by a company run by Game Developers.
Good luck.