
Please download all 6 parts of the ressources project. Once downloaded, you can select all and unzip / extract .rar and you put the folder into your documents / unreal projects. You then can start this project from your epic librabry and access all content.
Prepare a horror project in Unreal Engine 5.7 by creating a new third-person project, enabling forward shading and GPU light mass, and migrating Lyra animations into organized content folders.
Learn to implement a three-state jog system in Unreal Engine 5.7, using start jog, jog, and stop jog animations with Lyra assets, blended transitions, and synchronized footfalls.
Set up a 2d blend space for strafe walk, implement jog and sprint with left shift, and enable camera zoom during sprint in a third-person horror game.
Build a modular corridor in unreal engine 5.7, configuring the default engine.ini, enabling hdri backdrop, setting up lighting, post-process, fog, and snapping walls, doors, and ceilings for a playable level.
Create a horror corridor in Unreal Engine 5.7 by snapping four ceiling elements with pipes and ventilation variations, including a broken cable and UV-unwrapped textures.
Refine third-person horror movement in Unreal Engine 5.7 by tuning acceleration, speed thresholds, and blending in the animation blueprint, while improving corridor lighting and emissive details.
Migrate pistol animations in Unreal Engine 5.7 by selecting the pistol folder, preserving aim offset, fire, idle, and reload, and retargeting to the UE5 mannequin.
Implement pistol aim offsets in Unreal Engine 5.7 using AO blend spaces, per-bone blending, and mouse-driven yaw and pitch for realistic aiming, including mesh space and skeleton reference pose setup.
Implement aim camera zoom in unreal engine 5.7 using a timeline to smoothly adjust the field of view and camera offset during aiming, driven by input actions and canAim checks.
Add and organize assets in the resources project, pistol bullets, weapons, herb items, and keys, and integrate inventory with line traces for start and end positions in Unreal Engine 5.7.
Migrate pistol assets from the resources project into the current game project, bringing textures, mesh, thumbnails, and related inventory and sound assets to support combat and horror atmosphere.
Attach the pistol to the character via a hand socket, using a BP pistol actor with collision, enabling snap to the socket for aiming in Unreal Engine 5.7.
Create an animated reticle in Unreal Engine 5.7 by building a weapon widget, centering four buttons, and triggering a focus animation while aiming, with add to viewport and removal logic.
Learn to implement an instant fire montage for a pistol in Unreal Engine 5.7, using additive local-space montage, input action IA_fire, and a dynamic cooldown to prevent spamming.
Build a zombie AI chase in Unreal Engine 5.7 by implementing an animation blueprint, custom event chase, and nav mesh guided movement with collision handling and impact rotation.
Migrate eight hit anim montages for the zombie and map each bone (head, chest, left arm, right arm, spine_0204) to its montage, triggering dynamic hit reactions and flesh impact sounds.
Implement a smooth hit reaction by blending the upper body per bone (spine_02) in the animation blueprint, using a cached locomotion pose and a 30-frame default slot montage.
Enable ragdoll death in Unreal Engine 5.7 by calculating bullet direction from the impact point, normalizing the vector, applying impulse, and enabling full ragdoll physics while disabling collision and movement.
Improve third-person horror gameplay by cleaning up blueprints, optimizing zombie animation logic, and ensuring robust aiming, bite, and reticle handling in Unreal Engine 5.7.
Fix camera behavior by adjusting bite and aim cameras to zoom during aiming and center during biting, then reset offsets after 1.5 seconds and enforce a 2-second cooldown.
Demonstrate a two-second input delay and camera reset for a smooth, responsive zombie encounter. Showcase precise bone-level collision, ragdoll impulse, and a looped flee mechanic in a third-person horror game.
Apply camera fixes with isAiming, eAimCameraReset, and offsets; add a jogging bool in the third-person BP; streamline the animation blueprint's jogging logic with a branch and simplified injured handling.
Create dynamic footsteps and attack sound effects for a third-person horror game in Unreal Engine 5.7, driven by line traces and physical materials like wood, concrete, carpet, stairs, and asphalt.
Set up the inventory for a third-person horror game in Unreal Engine 5.7, outlining practical steps to implement and manage an in-game inventory system.
Update and refine the reticle animation in the third-person horror game by dynamically adjusting X/Y movements, tweaking size, applying cubic breaks, and integrating show reticle logic with combat controls.
Implement a green herb healing item in Unreal Engine 5.7, connect use button to heal the player, and refresh the health UI with a heartbeat animation and health state visuals.
Synchronize the bp third person character jogging with the enhanced input action jog and the IsJogging boolean, toggling true on sprint and false after bite, even if input is lost.
Fix the take damage flow by adding an is not injured check, preventing death after bitten events, and clamp max health to 150 when using a green herb.
Implement a combinable healing herb in Unreal Engine 5.7 by creating red, green, and combined herb items, validating inventory, removing inputs, adding the result, and updating health and UI.
Remove unnecessary booleans and class defaults, connect the equip flow directly, and rely on item type to drive show buttons for pistols, green and red herbs, and combinations.
Implement item stacking and pistol reload in third person horror game development in Unreal Engine 5.7, defining magCapacity, magStack, current stack, and bullet pickups, and update UI with bullet counts.
Implement aim rotation and snapping to the reticle in a third-person horror game using Unreal Engine 5.7. Create dynamic reticle movement with lag and smooth interpolation for responsive aiming.
Explore implementing stacking consumables and other improvements to enhance resource management and player survival in a third-person horror game developed with Unreal Engine 5.7.
Demonstrates applying weapon type damage in Unreal Engine 5.7 by configuring revolver and pistol damage, headshot multiplier, and dynamic weapon swapping within blueprints.
Swap and upgrade a zombie AI in Unreal Engine 5.7 by migrating new zombie assets, reassigning bytes and sockets, updating animation montages, and retargeting animations for a cohesive zombie gameplay.
Migrate the objectives folder, set up an interactive lock with a wrench to unlock the door by rotating a screw, and switch to a fixed camera focused on the lock.
Create a corridor in Unreal Engine 5.7 by enabling a nav mesh for enemy chase, removing HDRI backdrop, and configuring emissive lighting, carpets, and a wall lamp with sound cues.
I'm thrilled you're here for this massive Third Person Horror Game Development Course!
In this course, you'll dive deep into Unreal Engine's powerful systems to create a gripping third-person horror experience that feels straight out of modern Resident Evil remakes.
We'll start by mastering animation blueprints and locomotion states for smooth, responsive character movement. You'll learn equipping and swapping weapons seamlessly, implement third-person aim offset with a dynamic reticle that reacts to your actions, and build a healing and damage system that keeps tension high.
Then we go full horror: Create terrifying zombie AI featuring paired biting animations where the undead grabs and mauls the victim with synchronized victim reactions.
You'll harness advanced Blueprint techniques like interfaces and event dispatchers for clean, scalable code. Design an advanced UI inventory system with clickable button events, inspect items, set up objectives, and craft interactive environments — think broken cables sparking lightning, shooting down tools to unlock sealed doors with dramatic animated sequences.
Everything snaps together perfectly using modular assets with clean pivot alignments — build a chilling dark corridor in seconds.
Plus, you get access to my 100+ abandoned horror assets to jumpstart your project, complete with immersive sound effects (footsteps, blood splatters, weapon impacts), particle effects with proper impact normals, and blood FX that make every encounter visceral.
By the end, you'll have the skills to build professional-grade horror mechanics and environments.
Let's turn your nightmares into playable reality