
Explore Unreal Engine 5 blueprint toolkit to automate art workflows, building prefab lights, book-pile generators, and spline and line traces tools, with animated lights via timeline and performance considerations.
Explore the Unreal 5 blueprint user interface, learn visual scripting with nodes inside an actor, work with components, navigate the blueprint editor, and understand construction scripts and event graphs.
Explore how inheritance works in Unreal materials, moving from a parent material to child and subsequent instances, overriding vector and scalar parameters like color and roughness.
Demonstrates how a parent blueprint's assets and logic propagate to children, with construction script overrides that swap meshes or materials to create scalable, reusable actor archetypes.
Learn to create your first Unreal Engine 5 blueprint, reference and set a static mesh in the construction script, and follow workflow tips for debugging connections.
Unreal 5 blueprint to apply a sphere mesh and drive its material color and roughness using set vector parameter value and set scalar parameter value.
Expose parameters in blueprints to edit mesh roughness and color per actor instance, using float and vector variables and the instance editable flag to dynamically adjust materials.
Organize blueprint inputs by creating settings and material folders, using categories and the vertical pipe to build a clear hierarchy. Learn to name, drag, and group parameters for clearer collaboration.
Create a mesh light prefab in Unreal 5 and use a boolean input with a branch to switch between wall mounted and free standing, toggling bracket and post visibility.
Master prefab mesh location by positioning a wall mounted light with relative location and class defaults in Unreal 5 blueprint, and prevent bugs by explicitly setting defaults.
Learn to create a prefab light in Unreal 5 blueprint by parenting a point light to the lamp, adjusting intensity, color, attenuation radius, shadows, and using a sequence node.
Explore how to drive a prefab lamp material with blueprint parameters, linking emissive color and intensity to a scene light, and control it with booleans for on/off and wall mounting.
Set up a function in Unreal 5 blueprint tools for artists to control a sphere's visibility with an exposed input between ten and twenty, enabling reuse.
Refactor a blueprint by turning comparison logic into a reusable between function with inputs and boolean outputs, improving maintainability and reusability.
Explore creating and reusing functions in Unreal 5 blueprints by collapsing code, building a blueprint function library, and using macros to organize and share logic across blueprints.
Collapse light logic into reusable wall mounted and setup light functions to create a cleaner modular graph where lamp turns on as you approach and off as you move away.
Explore blueprint events and inputs in Unreal Engine 5, including begin play, tick, overlap, and custom events, and learn quick debugging with auto receive input.
Explore unreal 5 blueprint tools for artists by building an auto light with a trigger box that turns on and off on begin and end overlap, updating emissive and intensity.
Learn to create a breakable light in Unreal 5 blueprints by toggling with the F key, counting uses with an integer, and breaking after a max uses with debug prints.
Learn to build a destruction system in Unreal 5 blueprints by toggling a lamp, triggering a break sequence, spawning a Niagara particle system, and updating materials on break.
Spawn meshes dynamically in Unreal 5 blueprints using a static mesh component and construction script. Randomize size, color, and height with random floats and vectors, spawning multiple objects.
Learn to replace repetitive spawning with a for loop in Unreal blueprints, spawning multiple meshes, randomizing size and color while handling zero-based indexing and off-by-one errors.
Learn to use the loop index in Unreal 5 Blueprint to place and scale multiple cubes in sequence, applying an exposed offset and scale factor for orderly patterns.
Build an array of static meshes and populate it with cube, sphere, cone, and pipe. Feed a random array item into the mesh input to spawn varied meshes.
Learn to save dynamic spawned meshes in an array, promote returned static mesh component to the type, and update colors at runtime using add and random access in unreal blueprints.
Spawn ten meshes into an array and loop with a one-second delay to randomly recolor a mesh using a vector parameter color, creating a disco-like effect.
apply seeded random in unreal 5 blueprint tools to achieve repeatable randomness for spawned meshes and colors using a seed value and a random stream.
Build a procedural book pile in Unreal 5 blueprints using loops, arrays, and a seeded random stream to place random book meshes with rotation, scale, and stacked offsets.
randomize a book mesh, compute width from the bounding box, and position each book along the z axis to stack multiple books while reusing the same mesh reference.
Randomize the book mesh, save its width as a float, and build a cumulative height to stack each book, using a 0.9 fudge factor to fit bounds.
Learn to randomize scale and rotation of spawned book meshes in Unreal 5 Blueprint tools for artists by using random floats, booleans, and lerp to create varied, oriented stacks.
Control randomness in a spawner blueprint by using a random stream and a wraparound offset to ensure no duplicates when selecting among four book meshes, with seed-based variation.
Select a random, non-duplicating book mesh by picking an index from 1 to length minus 1, then wrap using modulo to avoid repeats in Unreal 5 blueprint.
Demonstrates using Unreal 5 blueprint tools to randomize book scale, save a randomized mesh reference, and apply scale to width and cumulative height for aligned placement.
Scale books by height with a lerp from 0 to 1 using float math. Apply a size scale factor and random rotation to stack with a cumulative height offset.
Explore how draw calls impact performance by comparing a baseline stack of 15 meshes to randomly colored spawned meshes, and learn to diagnose via stack scene rendering's mesh draw calls.
Analyze how blueprint spawning and static meshes affect draw calls and performance in Unreal 5, and learn to optimize by exporting to static meshes, reducing material slots, and preserving randomization.
Atlas textures into a single texture and share one material to cut draw calls, then export to a static mesh for further optimization, weighing texture atlas benefits against randomization.
Discover spline meshes in Unreal Engine, deforming a static mesh between two points with tangents and up direction. Assess performance and practical uses like cables and fence panels.
Create a spline blueprint with a spline component, adjust points and tangents to define a curve, add points with alt click and drag, and build meshes along spline segments.
Loop through the spline segments with a for loop, add spline mesh components, set spline pipe mesh, and use location and tangent from spline points to set start and end.
Split a spline into dynamic segments with a spline mesh component, set start and end points and up direction, and adjust tangent scale to control twisting and texture tiling.
Implement a number-of-meshes approach on splines by sampling distance along the spline, computing segment length from spline length and mesh count, and adjusting tangents to achieve uniform, texture-stretching-free mesh distribution.
Use a random stream in Unreal 5 Blueprint to vary fence post rotation around the Z axis and uniform scaling, setting an initial seed for consistent, nonrepetitive spacing.
Learn to place fence posts and fence planks along a spline using a loop, a fence mesh array, and spline sampling to align and rotate components.
Align fence planks along a spline by using the index and the next point to derive a look-at rotation. Address end cases and collisions with tilt or alternating sides.
Create dynamic fence posts along a spline by looping and completing a final post, calculating distance with post spacing, and adjusting for start and end cases to avoid stretching meshes.
Use a spline as a points array to spawn book pile child actor components at spline points, looping through, getting locations, setting child actor class, and applying seeded rotation.
Cast to the child actor in unreal 5 blueprints, access its settings from the component, and dynamically set the initial seed for book piles to control layout.
Refactor the books blueprint by turning construction logic into a reusable construction script function with inputs like initial seed and number of books, enabling randomized piles on spawn.
Store spawned book meshes in an array, clear them at construction start, reset the height offset, and make min and max books editable for random piles and line traces.
Master line traces in Unreal 5 blueprints by channel, profile, or object, retrieving hit data like location and material, with debug options and custom trace channels.
Unreal line and sphere traces for simple and complex collisions, ignore rules, and multi traces, and learn to read hits by channel with location and normals.
Create a trace-based setup from a copied fence post blueprint using line trace by channel from spline points to the ground, spawning meshes on hit surfaces with world-to-local space conversions.
Apply and correct post positions by converting world space to local space, using inverse transforms, and trace down from a spline to place fence panels on terrain with aligned rotations.
This lecture introduces timelines as a curve editor in blueprints, showing keyframes for float, color, vector, and event tracks to drive animations, with autoplay, looping, and campfire flicker.
Create a timeline with a float track to drive a sphere’s x position via a lerp, exposing editable start/end values and colors for a dynamic, reusable animation workflow.
Learn to randomize a timeline start in unreal 5 blueprint by reading the timeline length, generating a random start time, and playing from that time with play controls.
Master timeline random looping in Unreal Engine 5 blueprints by varying play rate, start frames, and per-loop random values, with a custom loop event and finished pin.
Learn to build a looping timeline spline in Unreal 5 blueprint, using a cone mesh and a closed loop spline to animate a cone with autoplay and a normalized curve.
Fix the cone’s rotation along a spline by using tangent distance and rotation from z or y, not the default x, and use timelines for campfire lighting.
Explore a fire light setup in Unreal 5 using a single animated point light with offset shadows, driven by timelines and animation curves, plus a Niagara system and collision proxy.
Welcome to my Unreal Engine 5 Blueprints Course - Blueprints for Art Tools, here on Udemy. This course will take you from the basics of the Blueprint toolkit and introductory concepts, to a fully interactable dynamic light asset, a book pile spawner, a fence spline tool and an animated fire light. With over 40 example blueprints breaking down each new concept that gets introduced as well as the step by step process of the worked examples. This is the perfect introductory course for someone new to blueprints or someone more experienced looking to expand their skillset. Over the course of 7 hours, all broken down into bite size 10-15 min videos, we cover everything from the UI, Variables, Events, Triggers, Loops, Randomisation, Splines, Timelines and so much more.
Each chapter contains many examples, full of handy comments, as well as a many corresponding video lectures that explains in full detail what is being done and why - so you're learning both the techniques being used and building up a base of background knowledge of first principal concepts, allowing you to build up your own effects in future.
With industry standard practices from my 15 year career, including 5 years of teaching Game Art at a Masters Degree level, this course will empower you to make your own Blueprint Tools to speed up your workflow.