
Explore a four-step approach—design, code, art, audio—in Unreal Engine 5.5. Learn to build a 2D character with movement, a three-hit combo, PC and controller controls, plus blueprints and level design.
Set up Unreal Engine 5.4 via the Epic Games launcher, start a blank blueprint desktop project, and disable starter content and ray tracing to begin a 2.5D hero's journey.
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.
Install the paper z plugin in Unreal Engine via the marketplace, restart the editor, then set the editor startup map to the developer level in project settings, and restart.
In Unreal Engine 5.5, learn to create a hero player character blueprint, place it in the world, and enable auto possess for player control.
Attach a camera and spring arm to the player character, configure a side-scrolling view, import player sprites, apply sprite texture settings, and assign a basic sprite in Unreal Engine 5.5.
Add and configure paper sprite components, create sprites and flipbooks, adjust positions and uniform scales, align the camera, and preview idle animations in Unreal Engine 5.5.
Plan with the d c a a framework: design, level design, code, art, and audio—to outline a player with left-right movement, sword attack, health, and a bow for ranged play.
Learn to implement left-right movement and jumping in Unreal Engine 5.5 using blueprint inputs, including input actions, mapping contexts, and add movement input for keyboard and gamepad.
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 set up PaperZD for 2.5D animation by creating an animation source with idle and run sequences and building an animation blueprint with event and animation graphs.
Configure the hero paper z animation component with a paper flipbook, link to the animation blueprint, and create a state machine to play idle and running animations based on velocity.
Utilize PaperZD to drive idle and run animations, creating idle-to-run and run-to-idle transitions driven by the hero’s x-velocity.
Use the hero blueprint to read x velocity, branch on its sign, and set the flipbook's rotation to 0 or 180 degrees so the sprite faces left or right.
Learn to create and add footstep sounds for a run animation by recording, editing in Audacity, exporting five WAV files, organizing them in Unreal Engine folders, and importing them.
Create a random footstep sound cue and attach it to the 2D sprite flipbook, then trigger spatialized playback via animation notifies and blueprint activation.
Use comments to organize blueprint nodes while adding a quick jump function for the player character, facilitating left-right movement and audible feedback in Unreal Engine 5.5.
Set up a jump input action in Unreal Engine, map it to keyboard and controller inputs, wire it into the player blueprint with enhanced input and boolean value, then test.
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.
Master jump animation transitions in Unreal Engine 5.5 using blueprints to switch from idle to jump start based on z velocity, then back to idle with audio after the jump.
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.
Add a simple cube platform and position it so the feet touch the ground by adjusting the flipbook's z offset. Duplicate platforms and test jumps to improve the platforming experience.
Learn to customize character movement in Unreal Engine 5.5, tuning gravity, jump velocity, and air control, plus camera setup for a smooth 2.5D platformer.
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.
Choose a free environment from the Epic Games Store, add a stylized environment to your Unreal Engine 5.5 project, and learn how to access all environments within the project.
Build a livelier 2.5d scene by adding 3d meshes and environment assets, swap ground materials, place a background pillar and house, scale the ground to hide edges, and enable shadows.
Master basic level design in Unreal Engine 5.5 by placing assets, rotating them for logic, and using blocking volumes, sun position, and fog to build a cohesive 2.5d environment.
Perform a quick two-question knowledge check on Unreal Engine basics, then recap project setup, Paper Z sprites, a player, movement, idle animation, sounds, and level design toward AI and combat.
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 widget in Unreal Engine 5.5 using a widget blueprint, canvas panel, and a text block labeled health bar, then save and proceed to the health system.
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.
Create a health bar as a progress bar on the canvas, make it a variable, and bind its percent to the player health by dividing by 100.
Implement a simple death state by checking if the player health is less than or equal to zero, branching to alive or dead, and planning a basic death screen.
Create a death screen UI in Unreal Engine 5.5: a widget with a black translucent background, 'player is dead' text, and restart and exit buttons in a vertical box.
When health reaches zero, display the death screen widget, pause the game, show the mouse cursor, and set input to UI only, with restart and exit buttons.
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 melee attack input in Unreal Engine 5.5 by creating a melee attack action, mapping left mouse and e key, and wiring it in hero blueprint to print attack.
Create a basic attack dummy in Unreal Engine 5.5, add a health bar widget above its head, and wire up begin play and damage events to update the health percent.
Learn to implement a sword attack using a damage hitbox in Unreal Engine 5.5, spawning an attack actor, handling begin overlaps, and applying damage to a dummy.
Refine the unreal engine 5.5 sword attack to fire a single damage instance, spawn at the correct left or right side using a sword attack location, and use a box collision.
Create a grounded sword attack by turning five frames into a flipbook, integrate it into the player animation blueprint with idle and run, and trigger it via a hero boolean.
Implement a responsive sword attack in Unreal Engine 5.5 by wiring attack transitions in the hero blueprint, adding a delayed reset, and syncing movement, animation frames, and damage timing.
Create an air sword attack animation for a 2.5d game by converting frames to a sprite flipbook and integrating it into the animation blueprint with jump transitions.
Implement a custom animation notify to spawn the sword hitbox, using an animation blueprint to trigger the spawn at the slash and align the damage hitbox with the attack.
Create and integrate three sword attack animations and corresponding air attacks in Unreal Engine 5.6, using sprite actions, flipbooks, and synchronized hitboxes to enhance the combo system.
Create an input buffer that stores button presses, resets after a period, increments a sword attack number, and selects one of three attack animations via a switch on int.
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.
Integrate animation notifies with the hero blueprint to drive a tight combo system triggered by the melee button, spawning sword hitboxes and coordinating ground and air animations.
Learn to link sword attack sequences in Unreal Engine 5.5 by creating a combo with input checks, custom events, and animation notify links that chain attacks.
Add a combo link for the second sword attack by wiring attack links in the animation and character blueprints, managing attack counts, delays, and reset logic.
Set up and polish a grounded 3-hit sword combo using Unreal Engine 5.5 blueprints, animation notifies, and input actions, then refine transitions and delays for cleaner attacks.
Set up air sword attack combos by separating air checks from grounded checks in animation blueprint, and implement an is jumping and is falling check via the character movement component.
Set up animation blueprints for air combos in Unreal Engine 5.5, create and connect booleans for air sword attacks, and implement transitions from jump start to air attack states.
Set up air sword attack notifies and links in Unreal Engine 5.5, mirroring grounded logic to create air two, air three, and combo end.
Polish air combo logic in Unreal Engine 5.5 by keeping the player in the air during attacks through gravity scale adjustments, gravity resets, and velocity control for multi-hit aerials.
Create a baseline melee enemy blueprint in Unreal Engine 5.5, add a player detection pawn sensing component, tune sight radius and peripheral vision angle, then move toward the player.
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.
Adjust a melee enemy in Unreal Engine 5.5 to stop at a distance from the player using get distance to and attack range, with pawn sensing component tweaks.
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.
Add art to melee enemy by turning sprites into a paper flipbook and creating idle and running animation from skeleton idol, so 2D enemy follows player in Unreal Engine 5.5.
Create a paper flipbook animation for the melee enemy using an animation source and blueprint, then add idle and walk sequences driven by velocity to transition between states.
Extract sprites with grid settings, determine 18 frames, create a flipbook named male_enemy_attack, and wire the attack animation into the enemy blueprint while adjusting movement to approach the player.
Explore a simple melee enemy AI in Unreal Engine 5.5 that patrols, detects the player, moves toward them, attacks in range, and dies when health drops below zero.
Spawn an axe swing hitbox during the melee enemy attack, using a sphere collision and overlap events to apply 25 damage and then destroy the hitbox, matching the animation arc.
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.
Implement an attack state reset for the melee enemy by checking distance, turning off the axe swing attack when out of range, and syncing with animation blueprints via a notify.
Stop players from running through AI enemies by changing capsule collision to block all dynamic and enable hero to jump over foes with nine meters per second jump velocity.
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.
Implement hitstun by playing skeleton dead flipbook at 15 frames per second and use a health check in the animation blueprint to enter the dead state when health reaches zero.
Attack the dummy to reveal the health bar, then adjust weapon damage (sword from 25 to 40, axe to 1) and implement hitstun and health user interface logic.
Orchestrate melee enemy hitstun and death in Unreal Engine 5.5 by wiring hitstun checks, notifies, and state transitions from attack to dead to idle.
Create a ranged enemy by organizing art and animation folders with provided sprites, and create a child blueprint; disable collision, hide the placeholder cube, and add a health bar.
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.
Create a damage hitbox blueprint for the ranged enemy, then spawn an enemy projectile that moves toward the player with projectile movement, no gravity, and damage the player on overlap.
learn to set up a ranged enemy animation blueprint in Unreal Engine 5.5, including idle and attack flipbook animations, a projectile spawn point, and enemy projectile spawning on player detection.
Link the detect player trigger to spawning a magic ball by creating a shoot magic ball event and an is shooting magic ball boolean, driven by notify throw magic ball.
Adjust the ranged enemy sprite to face the player by flipping the paper flipbook’s rotation, using blueprints to compute distance and set world rotation before shooting a magic ball.
Create a magic ball flipbook from six sprites using a paper flipbook, add shadows to the enemy, and align the projectile to move in its direction in Unreal Engine 5.5.
Organize enemy projectile code and set the magic ball direction using velocity and actor location. Use find look at rotation with delay until next tick, and flip the paper flipbook.
Enable a basic hitstun and death sequence for the ranged enemy, cap projectiles at six seconds, and craft a death flipbook from heart and death sprites with a damage flash.
Learn to implement ranged enemy hitstun in Unreal Engine 5.5 by adding a hitstun notify, a custom event, and health-based transitions between idle, attack, and death.
Increase hitstun to add attack delay after the ranged enemy takes a hit, and copy the parent's any damage event to the child blueprint to keep the health bar accurate.
In Unreal Engine 5.5, change the melee enemy's capsule collision to custom, ignore pawns, and verify that ranged enemies no longer cause sticking.
Compress level one to tighten space, place level-start objects, introduce melee and ranged enemies, add a boss, fine-tune Megascans collision, and craft a shadow cast for atmosphere.
Enable show engine and plugin content, switch the paper flipbook to the masked lit material so the sprite reacts to light, and add a point light to the hero capsule.
Build a basic 2.5d level in Unreal Engine 5.5 by placing platforms, adding ranged and melee enemies, and setting up nav mesh bounds volume and lighting with a green glow.
Master 2.5d boss design with a two-phase AI, using the demon slime animation template for attack, stomp, flames, and casting spells, and apply planning-first workflow from design to code.
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.