
Begin a comprehensive move from Unity to Unreal by building a tank game from assets to logic, level design, materials, particles, sound effects, and multiplayer camera.
Import all assets from the Unity project into a new tanks folder, organize into models and maps, and save a level copy as a map while reviewing animations.
Project is UE5.x friendly
Replace the third person character with a tank blueprint, set the tank's game mode and default map, and align the tank mesh to its collision capsule.
Learn to set up a game camera in Unreal Engine by creating a camera actor, using a camera for two players, and configuring the blueprint view target for split-screen play.
Differentiate players by color by applying a dynamic material instance to each tank and setting the 'tank surface color' to green or red from a 'players colors' array.
Create a map layout for a one level game by arranging cliff walls, configuring collisions, and tuning post-process volume, fringe intensity, and materials to mirror the Unity tutorial.
Learn level design in Unreal Engine for tanks, continuing the course for Unity developers with UE4 and UE5 workflows.
Set up an input action named launching for firing projectiles, map it to the 360 controller face button bottom and the spacebar, and remove unused inputs like jump and mouse.
Create a two-player multiplayer camera system by computing the midpoint between two tank actors and smoothly interpolating the camera position over time, updating every 0.01 seconds.
Implement and refine the multiplayer camera system for two players by updating camera position and arm length, debugging event timing, and testing smooth collisions for multiple players.
Create a glossy gold projectile material, assign it to the projectile blueprint, and implement a limited versus unlimited shooting option using the is single projectile variable.
Fine-tune post-processing in a default post-process volume, adjusting ambient occlusion, bloom, vignette, contrast, and temporal aliasing to sharpen visuals and reveal plume effects.
Build a circular health bar by creating a 360-degree progress material with masks and par value controls, then apply it to a world-space 3D widget on the tank.
Implement dynamic health bar colors in Unreal Engine tanks by mapping health to a dynamic material parameter and switching between green, yellow, orange, and red.
Discover how to create a game state in Unreal Engine, using a game state actor and a current round variable to persist round data across levels and play sessions.
Create a post-round UI widget that reveals the winner and round stats, fetch player colors from the game mode, and show the winner index from the game state.
Fix post-round UI by updating the game state to tanks state, restoring the editor, and setting the foreground color to reveal player names and winner colors.
Implement a tank shooting mechanic using a timer by event to fire projectiles while the shoot button is held, with an arrow sprite providing visual feedback.
Explore how to drive a shooting arrow using a timeline in Unreal Engine, updating every frame, with a scale-based power value, start/stop controls, and arrow visibility tied to timeline progress.
Set shoot power from a timer to spawn projectiles, then tune initial speed and gravity via the projectile movement component, with debugging notes.
Designs a round winner UI that shows the winner and statistics for both players with color-coded text, dynamically updating scores from game state and left-aligned layout.
Create the game start UI using a canvas with two panels, a start button and a round display, then enable tank controls and the mouse cursor after start.
Import and tidy unity audio assets, convert music to Unreal friendly wav files, and configure audio components for idle and moving engine sounds, SFX, and looping music with attenuation.
Trigger engine sounds for idle and running states to enhance driving feel. Spawn location-based firing and charging sounds for tanks, and coordinate projectile audio with explosions.
Configure projectile–tank interactions by handling begin overlap, calculating damage in the tank controller, and preventing self-damage through owner checks, collision tuning, and health updates.
Show tank destruction when health hits zero, display the tank remains, play hit and explosion sounds, reveal the round winner, and disable tank control to end the round.
Create a smoke particle system by building a particle material for a translucent sprite, then tune size, initial velocity, lifetime, and color over lifetime for realism.
Tune a tank's particle system, adjusting acceleration, drag, lifetime, and color keys to generate smoke and sparks that spawn from the tank and its projectile.
Withing this unique 6.5 hours long course, you will be re-building the famous 1 v 1 Tanks game of Unity3d, but this time within Unreal Engine (from scratch), which makes the course a great start for everyone, regardless if they are new comers into the Unreal Engine world, or a Unity3d user who wants to try or move to Unreal Engine. (Everything described within this course can be applied in Unreal Engine 4 as well as Unreal Engine 5).
The course goes through all the fundamentals of creating a blueprints based playable packaged 1v1 game, starting from controller, inputs, to materials, to vfx, UI, up to handle ear candy & eye candy. Starting from a totally empty project, and ending up with a fully packaged (bugs free) playable game.
For the past 5 years, this course be educated in private groups and different other platforms, now it's the time to bring it to you here at udemy! Wish you all the best in that journey & keep on making games :)
Disclaimr: The "Tanks" game is a property of Unity3d, so hence if you want to access it, you need to use a Unity3d account to install Unity3d Engine and get a version of the game's project files from the Unity3d AssetStore.