
Outline the curriculum from orientation to hands-on 2D and 2D-3D paper 2D projects in Unreal Engine five. Learn to import sprites, animate with timelines and blueprints, and use enhanced input.
Explore why Unreal Engine is chosen for 2D and 2D 3D hybrid games, leveraging Blueprint visual scripting, strong lighting, and favorable licensing terms for fast development.
Use unreal engine 5.2 as the course version, then upgrade to newer fixed 5.2.x versions as needed, understanding major/minor/patch structure and upgrade steps.
Develop debugging skills by troubleshooting issues yourself, watching the video again, using print strings, and asking clear, detailed questions on the cobra code community discord with attachments.
Back up your Unreal Engine 2D projects to prevent loss, enable safe experimentation, and learn basic version control, with an optional YouTube guide and last-commit rollback.
Download and install Unreal Engine 5 using the Epic Games Launcher, manage engine versions in the library, sign in to install 5.2.x, and review the license terms.
Create a new Unreal Engine 5.2 project using Blueprint, selecting the third person template in the Epic Games Launcher, and configuring desktop target, starter content, and project defaults.
Navigate the Unreal Engine editor with the viewport gizmo, translate/rotate/scale tools, and shortcuts to build levels; learn view modes, snapping, and live play testing with the third-person template.
Open the content drawer and inspect the BP underscore third person blueprint's event graph. Learn blueprint visual scripting, adjust camera boom and movement components, and test gameplay via iteration.
Create a blueprint from scratch as an actor, add a sphere with a material, and place instances to see how changes affect all pickups in Unreal Engine 2D game development.
Add pickup gameplay logic using begin play, overlap, and tick, including collision handling and destroying the pickup, plus a per-instance speed increase variable and a reusable increase speed function.
Learn essential Unreal Engine shortcuts for undo/redo, multi-select, copy-paste, save, and alt-drag cloning, plus blueprint get/set shortcuts to streamline world, content browser, and blueprints.
Debug your Unreal Engine games with print strings to trace execution paths and monitor values like speed increases, and use instance editable properties and overhead labels to diagnose issues.
Explore Paper 2D, a sprite-based system in Unreal Engine for 2D and 2D-3D games, packaged as a default-enabled plugin featuring sprites, flipbooks, tile maps, and tile sets.
Adjust project settings to improve 2D visuals by choosing FXAA anti-aliasing over TSR and disabling motion blur, optimizing for 2D and 2D/3D hybrid games.
Quick draw overview guides building an Unreal Engine 2d game with paper 2d sprites, a single button input, and timelines to manage attack, defeated states, sort order, timing, and rounds.
Launch Unreal Engine 5.2, create a blueprint project named Quickdraw, import and convert textures into sprites, and apply Paper2D texture settings for crisp pixel art.
Create a simple level mockup using sprites in Unreal Engine, save the level, organize maps, and resolve Z Wars by using translucent materials and adjusting sort priority.
Create a samurai blueprint pawn, add a Tanuki idle sprite with translucent unlit material, place it in the level, adjust sort and sword priorities, and plan player and NPC blueprints.
Use a timeline to slide a sprite in from the left by lerping its x from -150 to 0 with alpha 0 to 1, triggered on begin play.
Explore inheritance with child blueprints to create samurai variants, sharing parent properties while customizing slide start position and sprites, plus AI or input controllers for player and NPC.
Set up a single game mode to govern rules and timers with a four-phase flow (intro, wait, draw, finished) controlled by an enum, via tick-based elapsed time.
Set up the enhanced input action system for a simple attack button using underscore_attack and IMC_dual mapping context, binding space bar and possessing the player to test input.
Set up a world camera, adjust exposure to manual with 10.2, and update project settings by turning off auto exposure and motion blur, using fxaa for anti-aliasing in 2d.
Wire input to a custom attack event, reference the game mode on begin play, and use a wait and draw phase to control attack, cross visibility, and sprite changes.
Use a timeline to move the samurai toward the attack position while attacking, using a lerp and alpha overshoot for a snappy motion. Switch the sprite with an event track.
Implement the defeated state for the samurai by switching sprites, hiding the cross, and signaling the game mode to finish after a successful attack.
Create an enemy AI that attacks after a timer by binding a game mode event to the NPC, using a delay driven by attack delay. Adjust attack position and test.
Implement a reset function to set sprites to idle, clear the draw state, and reset game phase and elapsed time via a timer by event for a three-second restart.
Finish your first Unreal Engine 2D game using sprites and Paper2D, learn timers and timelines, and note the rare same-frame clash when samurai attack.
Mash runner overview introduces a second game with collisions and character movement, teaching sprite sheet extraction, flipbook animations, play rate adjustments, a rival AI, and stage updates via construction scripts.
Create a new Unreal Engine 5.2 project with a blueprint template, set up a basic level, and import a pixel art sprite sheet using Paper 2D settings for crisp visuals.
Extract sprites from a sprite sheet, set a uniform grid by defining cell width and height, and create flipbooks for idle and run animations, adjusting frame rate for smooth motion.
Build the runner blueprint with a paper character, capsule, and sprite, configure pixel per unit, and implement left/right power input mappings using enhanced input.
Set up a game mode to possess the runner, spawn it at a player start, and attach a spring arm and camera for a side view with map debug defaults.
Move the character in Unreal Engine 2D with add movement input along the world x axis, increase speed per tap, and slow using delta seconds while clamping at zero.
Learn to drive 2D run animation in Unreal Engine using Runner blueprint, switch flipbooks by speed, clamp max speed to 1500 cm/s, and adjust play rate via velocity in tick.
Implement a blueprint input system with an enum of none, left, right, and a last input variable. Increase speed only if the last input differs.
Leverage speed curves to map current velocity to dynamic multipliers using curve assets speed increase ramp and speed decrease ramp, delivering smoother acceleration and braking.
Trigger events at specific animation frames, such as footstep sounds on frames 1 and 5 and hitbox cues, using base paper 2d and the paper plugin.
Create a dynamic stage in unreal engine 2d by scripting a bp field blueprint that instantiates multiple paper sprites into a tiled map, adds box collisions, and aligns camera.
Create an enemy runner AI in Unreal Engine 2D by attaching an AI controller to a single blueprint, using simulate input, random delays, and recursion with a timer.
Set up goal logic and win conditions in a 2d unreal engine game using blueprints, sprites, and box collisions; implement winner announcements, race flow, and level restart.
Wrap up our game project by showing sprite sheets, extracting sprites, and flipbooks with adjustable play rate and frame-based events like footstep sounds, previewing move to paper for 2d workflows.
Discover Paper Z, a free plugin built on Paper 2D, adding an animation blueprint with anim graph and state machines to manage flipbook animations and frame-specific events.
Install the PaperZD plugin via the Unreal Engine marketplace, choose version 5.2, and verify it in a project by enabling the plugin and checking it appears in the editor.
Create a traditional tower-climb platformer in Unreal Engine 2D, importing sprites via json, using flipbooks, tile maps, and paper animation blueprints, with coyote time, jump buffering, and one-way platform.
Create flipbooks from sprite sheets using a JSON file in Unreal Engine 5.2 for a 2D game. Set up Paper 2D assets and import resources for crisp visuals.
Create a platformer blueprint from paper character to share die behavior and movement, then build king and pig with distinct sprites, AI controller, and enhanced input mappings.
Enable walking and jumping for a 2D Unreal Engine character, flip the controller to turn around based on velocity, and stabilize the camera with a world-space spring arm.
Set up an animation source with paper to register king animations, create idle and run sequences, and use notifies to play footstep sounds.
Create a PaperZD animation blueprint in Unreal Engine to drive King's idle, walk, jump rise, and fall with a state machine driven by velocity and on-ground checks.
Create your first tile set in Unreal Engine, define 32 by 32 tiles, add box collisions to walls and ground, and apply the same process to decoration tiles.
Create a map from tile sets using the map editor, draw with brush and fill tools, manage layers and collisions, place a player start, and condition tiles to prevent tearing.
Refine character feel by aligning collision with the sprite, and tune gravity, jump velocity, and air control. Improve visibility with the spring arm and camera lag for snappier gameplay.
Set up the pig enemy blueprint: rotate the sprite, adjust capsule, enforce a y-axis plane constraint, apply translucent materials, implement forward-moving AI with idle and walk animations.
Learn to implement wall and ledge detection in Unreal Engine 2D game development, using wall and ledge detectors and box collisions to make enemies turn and patrol.
Implement a defeat mechanic on enemy touch in Unreal Engine 2D game development, using overlap events, a defeat state, launching the player, and camera detachment for retro effects.
Enhance the player defeated state by adding a non-looping defeated animation via a jump defeated transition in the king's animation blueprint, plus a defeat sound and camera shake.
Stomp enemies by jumping on their heads while airborne and falling, using downward velocity to validate the stomp, then trigger defeat and bounce the player.
Create reusable platform blueprints in unreal engine, including ledges and one way platforms, configure custom collision channels, and use line traces to manage player and enemy interactions.
Create a spring launcher using paper flipbooks (idle and active) in a new blueprint actor, add a collision box, and launch characters with a defined velocity.
Rebuild the level by adding collisions to terrain tiles, removing enemies and springs, and arranging a taller tile map with walls, ledges, and one-way platforms, then test.
Implement coyote time by overriding the can jump function, using a boolean variable is in coyote time and a triggerable delay after walking off a ledge to allow late jumps.
Implement jump buffering to improve platformer responsiveness by saving a jump input until the character can jump, using coyote time, retrigger delay, and a tick-based check.
Finish the platformer by building tile maps across levels, implementing a one-way jump, smarter enemies, player interactions, spring gimmicks, and a finale with a new graphics style.
Explore a 2d 3d hybrid action platformer in Unreal Engine, blending pixel art sprites with 3d backgrounds, animation overrides, hitboxes, and metroidvania backtracking with sword throw and double jump.
Set up a 2d–3d hybrid action platformer in Unreal Engine 5.2 by building BP Action Char with Captain and Shark, importing flipbooks, and configuring debug map and lighting.
Configure Unreal Engine input actions for move, jump, attack, and throw using a 2D x/y axis with wsad and j/k; implement begin play, velocity-based rotation, and fix camera world rotation.
Set up player animations with PaperZD for Captain, registering idle, run, jump rise, fall, attack, and throw, then build AB Captain and a locomotion state machine.
Explore animation overrides in Unreal Engine 5.2 using paper to play attack animations, set up slots and callbacks, and prevent movement and jumping during attacks.
Learn to create and place a hitbox with box collision, trigger it on the attack animation using a begin overlap event, and toggle activation via an animation notify state.
Implement a non looping stun state for the captain using the animation blueprint, triggered by receive attack with a jump stun, faction checks, and a timer to return to idle.
Implement a shared health system by syncing current health with max health on begin play, applying damage via receive attack, and triggering stun or defeated states with animations.
Increase combat impact by implementing hit stop and sprite shake, with hit and throw sound effects, a 0.2-second time dilation, and a looping sprite shake that returns to base.
Replace the captain with a shark enemy, set up its sprite and placement. Build the shark animation blueprint for idle, run, stun, defeated, and attack locomotion.
Set up an advanced enemy AI in Unreal Engine 2D by using behavior trees, blackboards, and an AI controller to move toward and attack the player.
Learn to fix enemy AI stun behavior by using a blackboard boolean is stunned, a behavior tree decorator, and an event dispatcher to stop and resume movement.
Unreal Engine 2D lesson: implement a focus direction system so enemies face left or right toward the attack target only when not attacking, stunned, or defeated.
Learn to implement a compact behavior tree task that makes the shark attack the player in Unreal Engine 2D, using is at location, acceptance radius, and can act checks.
Implement an aggro system using a sphere collision as aggro range to detect the player on overlap, then set the attack target via the AI controller and behavior tree.
Define an E_abilities enum and create pickup blueprints for double jump and sword throw, unlocking them on the captain to set max jump count to two.
Develop a one-sword throw in Unreal Engine 2D by wiring a BP sword with a projectile movement component, box collision, and flipbook, then spawn, embed in walls, and damage enemies.
Trigger the sword throw by playing the throw animation, spawn the sword from the throw position socket, and synchronize sound effects with frame notifies for a polished attack.
Import the free stylized Egypt map by Alexander Ivanov into the action platformer project, then enable 2d gameplay in a 3d world with knife throw and double jump.
Leads students through creating a spawner blueprint that spawns sharks via an ability pickup, wiring spawners, and implementing a goal and defeat-based restart in Unreal Engine 2D game development.
Improve visuals by hiding hitboxes and enabling full screen, then adjust the shark’s depth to achieve a subtle 3D effect and bind the defeated event to reposition.
Finish your action platformer with metroidvania elements and 3D visuals using Unreal Engine, create enemies and abilities, and design a small playable level to apply what you learned.
Explore the updated orthographic camera in Unreal Engine 5.3/5.4, now a viable option for 2D games with consistent ortho width, while preserving perspective for hybrid 2D-3D projects.
Download and add the free 2D sidescroller template to Unreal Engine, with correct project and post-processing settings and a movable character, plus two advanced templates on GitHub using Paper XRD.
Welcome to The Ultimate Unreal Engine 2D Game Development Course.
This is the most comprehensive and effective course you'll ever find about making 2D and 2D/3D hybrid games with Unreal Engine 5.
Through teaching Unreal Engine on YouTube and also in person at a Japanese Game Dev school for the past couple of years I've gained an understanding of what students are really looking for and designed this course to teach you Paper 2D and PaperZD step by step in a structured manner.
If you're completely new to Unreal Engine you can check out the Unreal Engine 5 Crash Course which is included in one of the early chapters.
We'll start out slowly by making a one-button-minigame that teaches you about how to import sprites and use them in your scene. You'll also learn about project settings we need to adjust and about the enhanced input action system which we'll use throughout all of the other chapters in this course as well.
The second game will teach you all about using sprite sheets and how we can create flipbooks.
We'll also look at how to switch between the idle and run flipbook during gameplay and how to play footstep sounds on the correct animation frames.
Since we want the background to be dynamically adjustable I'll also teach you how we can use a background sprite in a blueprint, attach collisions to them and dynamically change them in the construction script depending on how long we want the stage to be.
The Third game is a classic platformer game and will be the first projects using the free PaperZD plugin to improve the workflow of making 2D games with Unreal Engine.
Here you'll learn how to set up an animation source and animation blueprint file with PaperZD and use them to create animation graphs and animation notifies.
We'll also create enemies that can detect walls and ledges to change the direction they walk in and can interact with the player when being stomped on or touching the player character.
You'll also learn how to create a one-way platform that we can jump through form the bottom, but don't fall through from the top.
The forth game will combine all the things we've learned and will be the first 2D/3D hybrid game we create.
This means that our characters are 2D pixel art, however the backgrounds are 3D environments which allow us to make use of all of the amazing features of Unreal Engine.
For this game we don't only have platformer mechanics, but we'll also implement hitboxes, a stun system a damage system and many more things you'll need to know about for most of your games.
To lean into metroidvania mechanics we also create an unlockable sword throw ability, which allows you to stick swords into the wall and use them as platforms to reach higher areas.