
Learn to build two games from scratch in Unreal Engine 5, mastering blueprints, asset import, environment design, character movement, shooting and reloading, enemies, UI, music and sound effects, and packaging.
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Download Unreal Engine 5 from the Epic Games launcher, navigate to the Unreal Engine tab, download early access, and launch from your library to start a new project.
Learn to create a new blank Unreal Engine 5 blueprint project, name Speedball, disable starter content and ray tracing, and explore the initial ui and project setup.
Explore the Unreal Engine 5 toolbar and UI, navigate menus, adjust editor and project settings, manage plugins, windows, and essential tools to build, test, and package your levels.
Use the details panel to view and edit level object properties, including a directional light’s location, rotation, scale, intensity, and shadow settings, and to rename items.
Explore the content drawer to manage all game assets—characters, audio, 3D models, and effects—drag assets into the level, create folders, rename, color-code, and keep the dock visible.
Master the Unreal Engine 5 viewport to visualize your level, switch view modes (lit, unlit, wireframe), toggle the grid, and use move, rotate, and scale tools with snapping.
Play through a keyboard-controlled bowl game with levels, stars, portals, and a winning screen while learning blueprints, blueprint actors, blueprint classes, level blueprint, lighting, and losing conditions with checkpoints.
Disable Oculus VR and Steam VR in the edit and plugins to stop VR mode when starting a non-vr game, then restart and save.
Import free marketplace assets, use the super grid starter pack, create a 4.26 project (not compatible with 5.0), migrate to the content folder, then import audio and icons.
Save the project, create a maps folder, and create a new level named Bead Ball; delete the reflection sphere and adjust skylight, sky sphere, atmospheric fog, and directional light.
Design the environment using starter assets and planes for optimized floors, build walls and tunnels with snapping and duplication, add portals to levels and an ending screen.
Organize the level with the world outliner, set up sunlight, skylight, and BP Sky Sphere for lighting, and introduce a post-process volume to adjust exposure.
Configure a post-process volume to shape the game’s look by editing exposure, white balance, saturation, and vignette, using infinite extent, then bake lighting with a lightmass importance volume.
Explore the Unreal Engine 5 blueprints visual scripting editor, learn the event graph, functions, macros, delay, and use print string to display text.
Explore blueprint classes, distinguishing actors, pawns, and characters, and learn how the player controller and game mode govern input, movement, and game rules.
Learn the difference between level blueprint and blueprint class in Unreal Engine 5, and how to use level-specific code versus reusable classes that persist across levels.
Master variables in Unreal Engine 5 blueprints, including boolean, integer, float, byte, text, string, and name types. Explore vectors, rotators, and transforms for positioning.
Create a pawn blueprint for a ball in Unreal Engine 5, attach a spring arm and camera for a top-down view, apply a yellow material, and test by piloting.
Create a custom game mode and player controller, assign them as defaults in maps and modes, set the pawn and controller, override the starting map, then compile and save.
Learn to implement ball movement in unreal engine blueprints by moving the ball through the player controller using axis mappings and blueprint communication to apply physics force.
Learn blueprint casting to access data from another blueprint, such as retrieving a ball mesh in controller, enabling inter-blueprint communication while noting casting drawbacks and the promise of blueprint interfaces.
Explore blueprint communication with interfaces to replace casting, create a blueprint interface for get ball reference, and wire self in class settings for cleaner, modular gameplay logic.
Finalize ball movement by wiring blueprint interfaces, applying physics forces, and validating the ball's existence, then refine left-right input and axis rotation for accurate movement.
Create a star actor in Unreal Engine 5 blueprints, add a static mesh and particle system, add a collision sphere, and loop a timeline to hover along the z-axis.
Implement a star loot system using on overlap to destroy the star, increment a game mode 'stars' counter via a blueprint interface, and print the score.
Animate the star loot in Unreal Engine 5 blueprints by moving the star upward, rotating on the z-axis, and destroying it after a timeline while updating location and visibility.
Create a dynamic star count UI in Unreal Engine 5 using a widget blueprint, placing a star image and text in a horizontal box bound to the game mode's star variable.
Display the star user interface by creating the widget in begin play and adding it to the viewport through the player controller, incorporating the owning player and the created widget.
Apply the actor has tag technique to ensure only the player triggers star loot by checking overlapping actors for the player tag and branching on a boolean.
Create and manage checkpoints using a map of checkpoint names to locations, spawn the ball at the first checkpoint, and implement portals to advance to the next levels.
Create and customize a bp portal to teleport the player to the next checkpoint using a collision box, a dynamic name variable, and the game mode checkpoints.
Create the losing logic with a box trigger in the level blueprint to teleport the ball to the current checkpoint on begin overlap, updating checkpoints through portals and zeroing velocity.
Create and pilot a camera actor, then set the end screen view when entering the third checkpoint portal using get actor of class and the player controller with a blend.
Create win screen UI in Unreal Engine 5 blueprints, displaying 'you have collected' with a star icon and a dynamic star count bound to the game mode.
Display the winning screen UI by creating a blueprint interface and a custom event triggered when you win, then add the widget to the viewport and remove the main menu.
Implement camera fade in Unreal Engine 5 blueprints via the player camera manager, fading from transparent to black with duration and delay before teleporting the player after the lose trigger.
Fix the losing trigger coverage, refine level end logic, and reuse blueprints with a macro for respawn ball; add star and portal sounds and play music via the level blueprint.
Clean up Unreal Engine 5 blueprints by commenting, collapsing to function, and organizing begin play, checkpoints, and respawn logic to keep code readable and maintainable.
Package the Unreal Engine 5 blueprints game by switching from development to shipping, removing development content, and packaging for Windows to share a distributable build.
Learn to build a top-down shooter called Clone Strike in Unreal Engine 5 blueprints, with health bar, enemy counter, shooting, reloading, ammo, AI, and wave-based progression.
Launch Unreal Engine, create a blank blueprint desktop project named Clone Strike to build a top-down shooter with a real character, then enable Oculus VR and Steam VR plugins.
Import free assets from Epic Games Marketplace into Unreal Engine 5, including mannequins, animations, weapons, and adversaries, and migrate them to the Clone Strike project's content folder with compatible versions.
Create a simple Unreal Engine 5 level by building a main map, configuring directional light and skylight, and applying a post-process exposure for balanced visuals.
Adjust sun direction and intensity, refine skylight shadows, add fog, and tune bloom, exposure, white balance, saturation to achieve daylight, then set a lightness importance volume and build lighting.
Set up the character by creating a base BP class and child BPs for players and enemies, attach a caricature mesh, and configure a top down camera with spring arm.
Create a game mode and a player controller in Unreal Engine 5 blueprints, set the default maps and game mode, and verify the pawn spawns with the correct controller.
Define move forward/back and move right/left input mappings, wire add movement input to the player base via a blueprint interface and control rotation, and validate the character reference.
Retarget animations to your character in Unreal Engine 5 by duplicating assets like idol rifle hip and move forward, targeting your character's skeleton and organizing them in an animations folder.
Create a blend space in Unreal Engine 5 to combine idle, jog rifle, and sprint animations for the game machine skeleton using a movement speed axis from zero to 600.
Create an animation blueprint for the player, wiring a locomotion state machine with a jog blend space driven by movement speed calculated from velocity length.
Attach a weapon to the character with a hand socket on a skeletal mesh, preview the idle rifle animation, and adjust rotation and running speed for natural movement.
Set up an enemy class by creating a BP grunts child from the character base, import Monster Grunt from the marketplace, and adjust the capsule for accurate hit detection.
Create an animation blueprint for the monster grunts skeleton and build a locomotion state machine with a 1d blend space for idle to walking at speeds from 0 to 200.
Implement weapon firing in Unreal Engine 5 blueprints by binding left click to fire, tracing from the weapon, spawning muzzle effects, and playing location-based sounds for enemies tagged 'enemy'.
In Unreal Engine 5, learn to apply damage in enemy base, manage health with a float, trigger death and play animation, and disable collisions and movement when health is zero.
Spawn enemies dynamically in Unreal Engine 5 blueprints by implementing a game mode interface, a timer, and a navigable spawn area to prevent collisions.
Create a spawning animation that drops enemies from the sky and transitions to idle using an animation blueprint, time remaining thresholds, and testing adjustments.
Spawn waves of enemies using a spawn timer and an enemy array; increment the wave after all enemies are defeated and remove dead enemies from the array.
Create a dynamic spawn wave UI in Unreal Engine 5 blueprints, displaying 'prepare for wave N', centering text, and updating each wave via game mode and player controller.
Download a custom font from Google Fonts and import it into the UI folder. Create font assets, apply the bold font to wave UI, and adjust size, shadows, and outline.
Develop an enemy AI in Unreal Engine 5 blueprints that senses and chases the player with an AI controller, pawn sensing, move to, and debugging techniques.
Learn to implement NPC attacking in Unreal Engine 5 with blueprints by using animation montages, sphere overlaps, and animation blueprints to orchestrate chase, attack, and timing.
Apply damage to the player using a sphere overlap to detect hits, then trigger damage, play a sound, and spawn a VFX at the target location.
Create a float health variable defaulting to 100 in Unreal Engine 5 blueprints, subtract 25 on hits, clamp to 0–100, print health, and prepare for player death.
Implement the player death sequence in Unreal Engine blueprints: trigger the death event at zero health, set is dead, and play a death animation while disabling movement and collision.
Unreal Engine 5 blueprints guide weapon reloading by tracking ammo as an integer (0–15), decrementing on fire, reloading with R key, and playing a reload animation montage with bone blending.
Design the Unreal Engine 5 main UI in a widget blueprint by building health, ammo, and enemy count panels using horizontal and vertical boxes, images, text, overlays, and asset imports.
Learn to implement and wire up the main UI in Unreal Engine 5 blueprints, including a health progress bar, enemy count, and ammo display, using events, variables, and anchors.
Design a game over ui in a widget blueprint, with dynamic text like 'you've died at wave x' and a return to main menu button, arranged in a vertical box.
Learn to implement a game over UI in Unreal Engine 5 blueprints by displaying a game over widget, wiring the current wave, and managing mouse cursor and main menu actions.
Create a 3-D main menu background with a cinematic camera and animation assets, then set the main menu as the startup map for the game default.
Design the main menu UI in Unreal Engine 5 blueprints by creating two buttons (start game and quit) inside a vertical box and overlay, with dynamic alignment and hover/pressed states.
Create and wire the main menu in unreal engine 5 with a dedicated game mode and player controller, configure the camera, and implement start game, quit, and return-to-main-menu actions.
Configure UI sound effects by wiring button events to play 2d sounds and create sound cues for hover and click, organizing audio assets in an audio folder.
Add and manage game music in Unreal Engine 5 by importing tracks, creating sound cues, looping main menu music and clone strike music, and playing 2D sounds from level blueprint.
Finalize the game by adding a new wave sound cue and death sound, synchronize audio with UI, and fix reloading and attack logic.
Learn to clean up Unreal Engine 5 blueprints by commenting, collapsing nodes into functions, organizing variables into categories, and creating clean, readable, collaborative workflows.
Create games without a single line of code using Unreal Engine 5 Blueprints.
Whether you are a beginning game developer, programmer, artist or designer, Unreal Engine offers you everything you need being one of the most popular and widely used game engines by professionals. Jump right into game creation with one of the key features: Unreal Engine 5 Blueprints.
You don't need any programming experience.
Have fun while learning quickly as we create an action-packed Unreal Engine 5 3D platformer and third-person shooter from start to finish. With Unreal Engine 5 Blueprints, you will see how easy and intuitive it is to get started, but also finish games. Use the same tools AAA studios use in their Unreal Engine Blueprint projects and apply it to your own. Everything is free.
By the end of this course, you will have created and coded a 3D platformer and third-person shooter using Unreal Engine 5 Blueprints with easy follow-along videos. You will have the necessary workflow, tools, and skills to create your own Unreal Engine 5 3D games.
This course covers everything you need to start developing games, included but not limited to:
Unreal Engine 5 overview
Unreal Engine 5 Blueprints
Creating game projects
Level design, including assets import, lighting, and environment design
Animation Blueprints
Character animation
Character movement
Weapon shooting & reloading
Creating checkpoints
Making lootable items
Creating enemy AI
Level difficulty and change
Health & damage / death
Winning & losing
Game UI
Music & Sound Effects (SFX)
Packaging the game in the right way ready for release for the platform of your choice
Learn the best game development practice from a published developer
My name is Moustafa, and I am the director and developer of Farmtale on Steam made only with Blueprints. With years of experience making games and teaching, I will show you the best coding and game development practices. Join our supportive developer community on Discord and see real results.
See you in lesson 1!