
Follow Unreal Engine 5.7.1 SDK setup by downloading Android Studio version 2024.1.2 patch 1 and the Windows Java runtime.
Set up Android Studio for Unreal Engine 5.7.0 by installing the latest SDK tools, NDK, and JDK, configuring SDK and Java paths, and preparing to export the Android APK.
Download and install the Epic Games Launcher, sign in, install Unreal Engine 5.6.1 for Android development, and set up a third person project on your SSD.
Export your unreal engine 5.6.1 game for android by setting up android studio and jdk 21.0.3, configuring the android sdk, and packaging an apk with a target sdk of 30.
Download blender, install it, and open the application. In preferences, set system options for your Nvidia GPU (or AMD), adjust navigation (orbit around selection) and enable depth, then close blender.
Log in to adobe mixamo, upload your character, set shape keys to zero, export with no geometry animation, then download t-pose, idle, walking, running, and jumping animations, organizing into folders.
Relocate the third-person skeleton with a -90 rotation, add a camera, and set up input for movement using forward and right vectors, then adopt the enhanced movement system.
Create an animation blueprint for the third-person character and use a 1D blend space to interpolate idle, walk, and run based on speed, derived from velocity.
Bind the spacebar as the jump input and track is falling in the movement component. Integrate a jump-up animation in the animation blueprint with smooth transitions and locomotion tweaks.
Develop four-direction movement in Unreal Engine by importing Mixamo animations and building a four-way blend space. Wire animation blueprint and state machine to drive forward, backward, left, right, and jump.
Implement 8‑way movement by replacing get controller rotation with get rotation, remove the rotation dependency, and duplicate walk animations for left, right, and back directions while tuning speeds.
Implement a sword equip animation by blending an idle sword pose with eight-way movement using a layer blend on the skeleton, and attach sword mesh to right hand socket.
Optimize the blueprint to enable modular character movement by creating an enum character movement with sort and freehand, driving animation states.
Explore actor components as reusable code blocks that extend a character’s behavior, using blueprint workflows to attach components such as health and weapon, and learn to trigger movement logic.
Create a core blueprint component to switch between free hand and sword modes using a player mode enum, updating locomotion and animation via a blueprint interface and an animation blueprint.
Attach a weapon static mesh to the third-person character's right hand socket, set no collision, reset all values, and set the mesh reference for a smooth 0.2 to 0.3 transition.
Build an aiming system for eight‑way movement in a third‑person Unreal Engine character, using left mouse button input to toggle aiming and adjust the spring arm length.
Clean up blueprints in a third-person Unreal Engine project by organizing input, aim, and attack systems, adjusting movement speed, and integrating attack animations with sword gameplay.
Set up a bow and arrow system in Unreal Engine by importing a skeleton with morph targets, adding idle and aiming animations, and wiring them in the character blueprint.
Fix the arrow animation to prevent it sticking in the bow by adjusting frames and transitions, and create an arrow blueprint with projectile movement spawned when shooting.
Remove bow and arrow from the character, set up an aim offset with center, up, and down poses, and drive pitch from -90 to 90 using delta rotator.
Create an aim crosshair and implement a line trace in blueprint to guide an arrow throw, spawning and moving the arrow toward impact location using camera and forward vector calculations.
Optimize bow and arrow animations for a mobile role-playing game in Unreal Engine by adjusting aim down sight, reload timing, bow scale, and switching arrow movement from eight-way to four-way.
Create a random punching attack by wiring three punch animations in the animation blueprint, using a random sequence player and a layer blend, with an animation notify to the blueprint.
Import and rename sword attack animations, set up random sequence playback, and configure notifies and transitions to create varied sword attack capabilities in Unreal Engine.
Set up sword trace with right-hand start and end sockets, use capsule and sphere traces, detect hits on tick, and apply 35–50 damage after a 2-second delay.
Paste the sword trail particle into the content folder, reopen the Unreal Engine project, then add a notify tracker in the sword attack system and set start and end sockets.
Set up a footstep sound system in unreal engine using six footstep sounds in walking SFX asset, triggered by animation notify and line trace to play at location with attenuation.
Build a mobile input UI in Unreal Engine by creating widget blueprints, using size and canvas panels, and adding jump, sprint, aim, and action buttons with icons.
Implement mobile jump and aim touch inputs by wiring UI buttons to the player character. Create and categorize jump input on UI and aim input on UI, invoking jump and aim via events.
Implement a modular action touch input by configuring an action button, updating its image and tint, and dynamically changing the icon based on weapon type through mobile UI.
Force the input to walking mode when aiming, update the icon to walking, and apply the same on-press changes to all buttons for a consistent mobile rpg ui.
Map d-pad left to an integer index to power a controller weapon switcher, duplicate switch logic, update the index, print it, and cycle weapons with a reset to zero.
Enable touch input in project settings, duplicate joystick blueprints in the input folder, and adjust sizes like 50 by 50 and 100 by 100 for a mobile virtual joystick.
Process touch location, update the camera look, constrain input within the viewport, and apply a configurable touch sensitivity for a third-person character.
Export and package the Android build, back up the project, configure packaging settings, and test the game on a real device.
Learn how to set up a sword ability attack system in Unreal Engine, including creating the ability, UI button handling, animation blueprints, input mappings, and state transitions.
Increase ability damage by creating a float input, setting a default of 35, promoting it to an editable variable exposed on spawn, and tuning the third-person character's attack damage values.
Want to create your own mobile RPG game and publish it on the Play Store? This course will take you step-by-step through the entire process using Unreal Engine 5 and Blueprints, with no coding required!
In this course, you’ll learn how to design and implement RPG gameplay systems such as quests, combat, inventory, and character progression. You’ll also create interactive worlds, NPCs, and items, all optimized for smooth performance on mobile devices. Along the way, you’ll master UI design, saving/loading systems, and mobile-specific optimization techniques to ensure your game runs perfectly on Android.
You’ll also learn how to test, debug, and publish your game to the Google Play Store, so you can see your creation live on users’ devices and even start building your indie developer portfolio.
Whether you’re a beginner looking to make your first mobile game or an aspiring indie developer aiming to create professional RPGs, this course will give you the knowledge, tools, and confidence to bring your adventure game ideas to life.
By the end of this course, you’ll have a fully playable mobile RPG game, a solid understanding of Unreal Engine Blueprints, and the skills to create and publish more games on your own. Plus, you’ll gain insights into best practices for mobile game development, so your future projects can be optimized, scalable, and ready for publishing.