
Hello students! This is my introduction to this Course.
Download the final project in Lecture 2. This file consists of 6 parts you have to unzip. Once unzipped, put it in your Unreal Folder (under Documents) and you can start it with any version 5.5+.
You can put the folder into your Unreal Projects Folder and you will have the whole project available to open up in your Unreal Engine Launcher.
From there you can simply migrate everything you need into your own project or just export the files you need and re import them into your own project !
The Full Project has now been updated and fixed a couple of bugs. You start now in the Deafult Map! If you want to access the Save Room, just go to the Door and Interact. You can try all functionalities and also try to open the locker.
Set up a Resident Evil style movement project in Unreal Engine 5 with a fresh project, custom character blueprint, input, rotation, and a blend space for idle, walk, and run.
Equip and spawn a pistol as a skeletal mesh, attach it to the socket, and set up sphere trace shooting with animation blueprint and blend space in Unreal Engine 5.
Retarget and replace a UE4 mannequin with a new character, migrate assets and textures, reassign the skeleton and animations, then set up a pistol socket while preserving game mechanics.
Implement a pistol reload system in Unreal Engine 5. Manage bullets, magazine capacity, and ammo pickups via inventory, item types, and a reload widget.
Enhance the reload system with dynamic calculations to refill the pistol magazine from ammo pickup, preventing infinite reloads, and implement a fullscreen background blur for inventory UI.
Implement a use button for healing items in Unreal Engine 5, create a green herb, and wire a healing function that updates player health and triggers death ragdoll.
Implement muzzle flash, smoke, and footstep sounds using Niagara and Cascade emitters, and configure anim notifies for pistol shots and footsteps.
Develop and equip a revolver in Unreal Engine 5 by adding the revolver asset, bullets, and inventory equip logic; implement the equip/unequip button, item types, and skeletal mesh sockets.
Implement a revolver reload system in Unreal Engine 5, updating animations, inventory handling, and bullet math, including separate revolver bullets in magazine, reload logic, and SFX.
Master reload animation in Unreal Engine 5 using layered blend per bone to keep the body moving during reloads. Sync notifies and sounds for pistol, revolver, and shotgun reload montages.
Develop a unified weapon equip function for Unreal Engine 5, implementing a shotgun and streamlined weapon swapping through a master blueprint, sockets, and inventory integration.
Learn to implement shotgun reload, integrate shotgun bullets into inventory, manage max capacity four, update the UI with pickups, and save progress across maps in Unreal Engine 5.
Optimize the shooting function in Unreal Engine 5 by unifying weapon logic with item types and montages, and updating the held weapon data from inventory for better performance.
Streamline the Unreal Engine inventory system by removing redundant booleans, using per-weapon macros, and driving UI and reload states from the current weapon and inventory to improve performance.
Build a full storage system in Unreal Engine 5 by linking inventory, storage slots, and widgets with blueprints, handling overlap and interaction to manage stackable items and equipment.
Learn to add a melee weapon with line trace in Unreal Engine 5, covering hammer setup, sockets, animations, and weapon trace for damage.
Learn to enhance the storage UI with empty slots and inventory updates, hover sounds, implement hammer melee attacks with randomized animation montages, and refine movement using blend spaces and traces.
Implement keys in Unreal Engine 5 by adding inventory management, key IDs, and unlocking doors via spacebar or unlock button, with inventory focus and door master logic.
Fix and optimize health UI and inventory logic in Unreal Engine 5 by syncing locked and unlocked door arrays with the game instance and updating state on begin play.
Import zombies with skeletons, meshes, and animations; build a master zombie blueprint and animation blueprint, then create a locomotion blend space and chase logic with proper rotation to the player.
Implement a zombie bite sequence in Unreal Engine 5 by setting up a collision-based overlap. Integrate bite montages and rotation toward the player with the animation blueprint.
Learn to fix zombie biting and sound effects in Unreal Engine 5 by implementing a biting cooldown, montage-based attacks, box collision, and blood spawns with accompanying sounds.
Fire the weapon to damage the zombie using a weapon trace, apply damage based on the current weapon, spawn blood effects, reduce zombie health, and trigger ragdoll death.
Develop a player and zombie damage system in Unreal Engine 5, adding 100 health, receive damage logic, injured animations, and death handling with blood effects and animated responses.
Implement upper body hit animation for zombies using an animation montage with anim notify states and a zombie hit boolean, applying a layered blend per bone on spine_01.
Design a cracked, abandoned concrete save-room floor using displacement and Quixel Mixer textures. Blend height maps and tiling, then export 4k albedo, normal, roughness, and displacement for Unreal Engine 5.
Displace a Blender floor with a Quixel mixer texture, apply albedo, normal, and roughness maps via Node Wrangler, set HDRI lighting, and construct walls for export to Unreal Engine 5.
Model a detailed locker for the save room using reference images, bevels, mirrors, and precise dimensions; unwrap uv maps and texture in Substance Painter with rust and dirt.
Update textures and lighting, introduce a save-game workflow with BP_SaveGame and a typewriter interaction, and implement a camera switch with tile surface setup.
To open the Locker Room here is a small quiz. I might just wanna add a document to the game you can grab and read it off from there soon.
"Maintenance log – Sector 7 lockers reset after the leak.
First failed test subject: Batch 3. Containment breach: Level 9. Evacuation order issued on the 7th hour.
They changed the codes to match the incident report number.
Don’t trust the official logs."
This comprehensive course is designed to elevate your game development expertise to new heights. You will master the creation of intricate blueprints, dynamic animation blueprints, and sophisticated enemy artificial intelligence systems that bring your game worlds to life. The curriculum guides you through the development of a fully functional inventory system, a critical component for immersive gameplay. Learn to implement seamless weapon usage, including equipping, swapping, and managing ammunition with precision. The course also covers the integration of healing items to enhance player survival mechanics, as well as the creation of interactive elements such as unlocking doors to progress through levels. Additionally, you will explore the implementation of robust storage systems to manage in-game items effectively. By leveraging a game instance, you will learn to facilitate smooth transitions between diverse levels, ensuring a cohesive player experience. Beyond these core skills, the course introduces advanced techniques to enrich your projects, including optimizing game flow and enhancing interactivity. Perfect for aspiring developers, this course provides hands-on experience and practical knowledge to build professional-grade games, equipping you with the tools to create engaging, polished, and dynamic gaming experiences that stand out in the industry. I hope you will enjoy this massive course because you can call youself an intermediate UE5 artist after you have successfully mastered every lesson.