
Master 2D top-down Unreal Engine workflows, from paper 2D basics to Monster World and Dungeon Adventures, including sprites, tile maps, animations, UI, and hybrid 2D-3D RPG techniques.
Unreal Engine's blueprint visual scripting lets artists and engineers build 2D and 2D-3D hybrid games without code, with out-of-the-box lighting, post-processing, and favorable licensing compared to Unity and Godot.
Use Unreal Engine 5.4 for this course, understand major, minor, and fixed version updates like 5.4.3 to 5.4.4, and upgrade projects safely via the project browser.
Learn to troubleshoot Unreal Engine issues through self-reliant debugging, double-checking with videos and print statements, and seek help on the Cobra Code Discord using clear, detailed questions.
Back up your files for this course to prevent loss and protect motivation, saving weeks of work by rolling back to your last commit with version control in mind.
Learn to download and install Unreal Engine 5 via the Epic Games Launcher, manage engine versions in the library, sign in or sign up, and accept the license.
Open the Epic Games Launcher, select Unreal Engine 5.4, go to the games tab and choose a blueprint third-person template for desktop, set maximum quality, name Crash Course, and create.
Master the Unreal Engine editor navigation, using the viewport and gizmo to move, rotate, and scale objects; learn camera controls, snap settings, view modes, and playtesting in 3rd person template.
Master blueprint visual scripting in Unreal Engine by examining the third person character, opening the content drawer, editing the BP_third_person event graph, and adjusting camera and movement components.
Create a new blueprint from scratch as an actor, add a sphere component, and assign a material. Place instances in the world and compile, then test by walking into them.
Add Unreal Engine blueprint gameplay logic by wiring begin play, tick, and overlap events, cast to the player, and increase speed via a variable-driven function that sets max walk speed.
Master Unreal Engine shortcuts for editing, including ctrl z, ctrl y, ctrl c, ctrl v, multi-select with ctrl or shift, save all with ctrl+shift+s, and blueprint getter/setter tips using alt.
Use print strings to trace execution paths and monitor values in blueprints. Leverage instance editable defaults and overhead labels to surface state changes and quickly fix issues.
Learn about Paper 2D, a sprite-based system in Unreal Engine for 2D games, with sprites, flipbooks, tilesets, and tile maps; see how Paper Z adds animation blueprints and notifies.
Learners build a foundation for 2D top-down games in Unreal Engine by importing sprites and tilemaps, creating character animations and blueprints, mastering the enhanced input action system, and UI creation.
Set up a new Unreal Engine 5.4 blueprint project for a 2d game, create a map, and import fonts, paper assets, and UI from Monster World assets.
Create 16 by 16 tile set with box collisions. Build a 25 by 25 tile map, paint grass and dirt variants, place it in level, and use top-down view.
Prepare flipbook animations from sprite sheets in Unreal Engine by extracting sprites with grid cuts, creating directional walk and idle flipbooks, adjusting frames per second, and organizing assets.
Optimize 2d games by adjusting project and post-processing settings, turning off auto exposure, motion blur, anti-aliasing, lumen, reflections, and ambient occlusion. Enable forward rendering and apply nearest texture filtering.
Create a paper character blueprint BP_red in blueprints/characters, assign a capsule, flipbook sprite, and movement, and set pixels per unit to 0.2 for consistent sprite and tile map sizing.
Set up a top-down camera with a spring arm and camera attached to the capsule, possess the character via a top-down game mode and default pawn, and configure orthographic projection.
Set up enhanced input actions and an input mapping context in Unreal Engine 5.1 to enable keyboard movement for a top-down character using axis 2D.
Design and implement directional character animations from scratch in Unreal Engine using blueprints, tracking last input with directionality, and switching between idle and walk flipbooks for four directions.
Improve performance by using a single plane for collisions, disabling tile collisions, and refreshing maps; then add props, rotate to 270, and enlarge collision thickness to 100.
Implement foreground and background sorting in Unreal Engine using bottom-centered sprites to create depth. Apply translucent materials, adjust pivots and collisions, and enable sorting to walk behind trees and signs.
Create a simple message box UI in Unreal Engine using a widget blueprint and border, apply a pixel font, then spawn it on the main HUD and viewport.
Create a 2D top-down pickup in Unreal Engine using blueprints, chest sprite, and collision to detect and pick up items with an interact button, returning item name and ID.
Show item name and ID in the main HUD by formatting a dynamic message, and control its visibility with a retriggered delay.
Create npc dialogue using an interact interface to replace casts, enabling clean interactions and display dialogue text in the heads-up display for a 2d top-down game.
Master the fundamentals of paper 2D for top-down games, including tilemaps, asset import, directional movement, animations, flipbooks, and layer sorting with translucency. Explore NPC interactions and interfaces.
Explore the dungeon adventure top-down action game in Unreal Engine. Implement health, melee and bow combat, hitboxes, stun, knockback, invincibility, and a JSON sprite sheet driven spawn system.
Set up a fresh Unreal Engine 5.4 2D top-down dungeon project, configure maps and default game mode, set pixels per unit, and import sprite sheets into Paper Z flipbooks.
Explore 2d top-down character design in Unreal Engine using inheritance and composition with Paper XRD, creating a dungeon base via blueprints and hero and enemy children with a health component.
Set up multi-directional animations with Paper Z, create an animation source for the hero, and define eight directions for the idle animation, linking them to the animation blueprint.
Set up and validate all remaining hero and enemy animations by creating eight-direction sequences for attack, bow, die, hit, idle, and walk using the content drawer workflow.
Create and wire PaperZD animation blueprint for hero, linking animation sources to a locomotion state machine that switches between idle and walk using velocity and directionality in 2D space.
Align the hitbox and attached effects with character rotation to enable instant, accurate turning and sword attacks in a 2D top-down Unreal Engine game.
Build enemies in a 2D top-down Unreal Engine project by creating a BP enemy base for skeleton and bore, plus an AI controller and animation blueprints to follow the player.
Implement melee damage on overlap in Unreal Engine by switching to overlapping collisions, using hurt boxes, and applying damage via any damage events with stop distance and hit-detection presets.
Create a reusable health component as an actor component to share max health, current health, and a defeated state between player and enemies, using both inheritance and composition.
Explore implementing stun and get-hit animations with anim overrides and a defeat jump, plus a reusable system gating movement via a stunned boolean and a defeat check.
Implement a 2D sword attack in an Unreal course by adding input action, playing an attack animation with PaperZD, and using an anim notify to check hitbox and apply damage.
Learn how to implement knockback in unreal engine by setting velocity with a timeline, calculating attack direction from attacker to victim, and ensuring frame-rate independent knockback using delta time.
Apply a red sprite flash for hits and implement hit stop to enhance feedback, using a shared dungeon char base with function overrides for player and enemy behavior.
Despawn defeated enemies by turning off their hurt boxes, applying a stun, and delaying spawn; visualize defeat with a flipbook vfx that plays and self-destructs.
Implement player invincibility after a hit with sprite flicker and a timer, using a can-be-damaged check in health, and stop flickering when invincibility ends via the event dispatcher.
Build a modular health UI in Unreal Engine with heart pieces in a health box, scaling to max health and updating the main HUD in real time.
Implement a bow and arrow in a 2d top-down unreal engine course by binding input, playing bow animation, spawning an arrow projectile with zero gravity, and despawning after five seconds.
Configure arrow projectiles to detect enemies and walls with overlap events, apply damage, destroy on hit, and use the owner for reliable knockback and hit stop.
Create a reusable base pickup and two children (bow and heart) that grant abilities and heal, with collision, hero casting, and UI health updates.
Finalize the camera and map by setting the orthographic width to 1000, fixing the camera at begin play, and adjusting the tile map and max walk speed to 250.
Design a spawn system for enemies and pickups using a BP spawn manager, with random box spawn area, begin-play spawns, and reusable invincibility flicker logic via a shared dungeon base.
Build a wave system that spawns enemies per wave and tracks them. Define wave data with a struct and map to manage enemies per wave, including pickups and delay.
Build a wave system and UI for a 2D top-down Unreal Engine game by creating a wave counter widget, slide-in animation, and linking to the spawn manager for five waves.
Add sound effects to a 2D top-down Unreal Engine game by creating sound queues, wiring them into blueprints and animation notifies, and triggering hit, attack, defeat, pickup, and wave sounds.
Restart the game after defeat with a delay and centralize the restart logic in the game mode, then refine pixel art and collision settings for crisp top-down gameplay.
Master the hybrid 2D-3D RPG by importing a free map, adjusting camera and tilt-shift post-process, and implementing NPC dialogue, speech bubbles, lock-on interactions, and roaming behaviors, including a joinable companion.
Set up a hybrid 2D/3D RPG project in Unreal Engine 5.4, configure a default map and game mode, adjust pixel per unit, and import paper assets with Paper Z.
Prepare all flipbook animations using paper and set eight fps as a baseline. Create four-direction animation sources for guard, Mae, and Ren, organizing them by character folders.
Create a shared BP RPG char base for player, NPC, and follower with dialogue and interactions in a party-based JRPG. Align shadows and lighting for a 2d/3d hybrid top-down game.
Configure the player camera on a spring arm with yaw -90, pitch -20 for a top-down view, arm length 800, and initialize axis 2D movement with IMC_RPG and WASD.
Configure Paper XRD animation blueprints for Ren, May, and guard, build a locomotion state machine with idle and run states driven by velocity, and set directionality.
Import a permanently free Unreal Engine map to study field of view and post-processing. Use Asian Village demo as startup map after flipping the map 90 degrees to align axes.
Create a diorama tilt-shift look in Unreal Engine by adjusting field of view and camera distance, applying depth of field, and using FXAA anti-aliasing for pixel art.
Tune post-process effects and tilt-shift depth of field in Unreal Engine. Adjust vignette, bloom, focal distance, aperture, and sensor width to emphasize the player.
Create a dynamic NPC interactions interface for a 2D top-down Unreal Engine course. Implement a flexible system with input actions, collision checks, and a blueprint interface to trigger dialogue.
Create a world-space dialogue indicator by building a widget blueprint, attaching it to NPCs, setting absolute rotation, and configuring draw size, scale, and shadow behavior for consistent in-world dialogue prompts.
Learn to build a responsive speech bubble widget for 2D top-down Unreal Engine scenes, including an overlay-based dialogue box, name text, bubble connector, and a looping diamond indicator animation.
Position the WPP dialogue bubble above the last speaker by projecting world location to screen space, then adjust for bubble size with a canvas slot and a dynamic offset.
Lock characters during conversations using start and end interaction functions and an interaction locked flag; disable movement, stop instantly, hide the dialogue icon, and end the chat with E.
Create a polished dialogue UI in Unreal Engine by building a fade in/out animation using render opacity and scale, at 60 fps, and wiring show/hide events through blueprints and widgets.
Learn to implement a typewriter-style dialogue reveal in Unreal Engine by updating complete and display texts with a timed letter-by-letter reveal, using a speech bubble.
Build a data-driven dialogue system in Unreal Engine using a dialogue data table and struct for dynamic speaker names and multi-line flows. Use Google Sheets for collaborative dialogue text.
Enhance NPC interactions by having NPCs face the player during dialogue and hide talk icons when there is no text; validate instigator as an actor reference and rotate yaw only.
Learn to implement navigation meshes in Unreal Engine to allow NPCs to roam a town, using a nav mesh bounds volume, random navigable targets, and patrol delays for natural movement.
Design a follower NPC in a two-dimensional top-down unreal engine project, using BP follower, BP MPC, and data table to trigger following after dialogue via end interaction and navmesh.
Learn to implement three-dimensional sound effects for a 2D top-down Unreal Engine game, including ambient, dialogue, and footsteps, using cues, attenuation, and 3D space.
Wrap up this course by applying 2D-3D hybrid techniques, camera and FOV settings, branching between player and NPC behavior, dialogue, data tables, UMG widgets, and HUD elements.
Explore optional, advanced topics in the hybrid RPG, including pixel art effects, masking foreground objects, and cutscenes with the sequencer tool, plus gamepad support and axis-locked movement for retro games.
Learn to apply a pixel art effect to map textures by limiting maximum texture size and using the nearest filter for a crisper, pixelated look.
Mask foreground objects that obscure the player view by using shaders and materials, with a material function and parameter collection updated every frame with player position and camera position.
Learn to create dynamic cutscenes in Unreal Engine using the sequencer, from setting up level sequences and camera cuts to driving character transforms, animations, and dialogue triggers.
Add Xbox-friendly gamepad support for all three games across platforms by mapping the d-pad and left thumbstick with dead zones and negation, and bind interact to the A button.
Learn retro 2d top-down movement by locking to a single direction with separate keyboard inputs, an input array and last-input enum, preventing diagonal motion and corner cutting.
Welcome to The Ultimate 2D Top Down Unreal Engine Course.
This course will teach you everything you need to know about making 2D Top Down Games in Unreal Engine 5 by creating 3 different games.
The first 2 projects are 2D games only using sprites, while the last projects is a 2D|3D Hybrid mixing 2D Sprites for the characters with a 3D environment making use of Unreal Engine's cutting edge lighting and post processing.
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 the process of making games with Unreal Engine.
All of the knowledge you'll acquire by going through this course of course doesn't only apply to Top Down games, but to creating games in general!
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.
After covering the basics we'll jump right into making 3 awesome Top Down Games!
The first game is modeled after retro 'monster catcher' games and you'll learn all about Paper 2D and how we can use sprites and animations in our games.
We also cover how to use Tile Maps to build our stages and place obstacles and decorations in it as well that will use proper layer sorting so the character appears in front or behind;
You'll also learn how to set up Top Down character movement and directional animations from scratch and we'll end things off by creating an interaction system and a Hud Widget that shows dialogue lines and status text.
The second game is a Top Down Adventure game again using Tile maps and Sprites.
We'll expand upon what we learned in the first chapter and also learn about the intricacies of sword and bow based combat by implementing hitboxes, knockback and much more.
The last project is the Hybrid RPG which uses 2D character sprites in a 3D Environment for that unique high definition look that has become popular for JRPGs in recent years.
We'll expand upon the dialogue system by using Data Tables and UI Widgets that change size depending on the length of our text which will build up letter by letter.