
Build a foundation for a first-person shooter using Unreal Engine, covering characters, weapons, gameplay mechanics, and a weapons system that lets you easily add new weapons.
Open Unreal Engine 4, create a third-person template, attach the camera to the head socket, enable pawn control rotation to look around, and adjust near clip plane to prevent clipping.
Create a health and armor system in Unreal Engine. Build a HUD with two progress bars bound to the player's health and armor, and apply damage via an overlap volume.
Create a regenerating armor system and a damage function in Unreal Engine using start and stop region timers, armor max, and armor region delay, with armor absorbing damage before health.
Learn to create a blood damage overlay in the character HUD, animate its alpha to flash on damage, and wire it to the damage event.
Import the character and its animations, assign materials and textures, and build animation blueprint with a state machine to switch between idle and walk/run, guided by axis settings for movement.
Finish the animation blueprint by updating the event graph to compute velocity, direction, and speed from the blend space, driving idle to walk transitions in the state machine.
Create a weapon base class and attach the AK to the player using a hand socket. Import textures and set up a metallic material with base color and normal map.
Learn to shoot in Unreal Engine by creating a projectile, configuring projectile movement, and wiring primary fire to the left mouse button from a third-person character.
Map a crouch input and create a crouch blend space with direction and speed, then wire transitions between idle, walk, run, and crouch in the animation blueprint.
Implement sprinting logic and tie in animations so the character pulls down the gun while moving, using a new sprint space and speed range.
Change the character's spine bones to enable control rotation, so the weapon moves with the character by modifying three spine transforms in the graph.
Learn to build automatic and single fire for a weapon in Unreal Engine using blueprints, with input mapping, ammo in clip, fire rate, and reload logic.
Learn to implement aiming down sights in Unreal Engine by adding an iron sights input, wiring the weapon owner, and syncing the camera rotation with a timer.
Spawn a muzzle flash at the weapon's muzzle location using a blueprint, adjust particle size and timing, set time dilation, and play explosion and firing sounds within the firing logic.
Resolve crouch and sprint conflicts in the simple shooting game by adding two custom events to stop crouching and stop sprinting, ensuring sprinting cancels crouch and vice versa.
Add a reload animation by updating the animation blueprint and state machine, create a reloading variable, trigger reload, and reset after 3.3 seconds while adjusting the weapon socket rotation.
Fix the firing system in Unreal Engine by preventing firing during reloading, sprinting, or crouching, and tightening the fire input and ammo logic to ensure reliable shooting.
Add a centered crosshair to the hud, scale and anchor it, and toggle its visibility with iron sights while adjusting the reloading animation and skeleton socket positions.
Create a dynamic crosshair that spreads outward as you move by importing crosshair into the HUD via blueprints, then use a timer-driven update using vector length and map range clamp.
Create an ammo pickup system in Unreal Engine using a blueprint actor with an editable ammo amount. Overlap with the player adds ammo to the total and destroys the pickup.
Create a simple ai that dies when hit by a projectile. Implement a health variable with rep notify and apply 15 damage per hit, with cleanup for multiplayer.
Learn to implement enemy AI that sees, follows, and chases the player using pawn sensing, a vision cone, and navigation mesh pathfinding.
Fix aiming by preventing reload during iron sights, and hide the crosshair when aiming down sights, toggling visibility through the character blueprint and hud updates.
Learn smarter ai actions in Unreal Engine by using begin overlap with a projectile, casting to a base projectile class, and moving the ai toward the player.
Create a simple Unreal Engine AI that roams randomly when it cannot see the player by using a timer, sensing, and navigation to random reachable points within a radius.
Improve gun movement by layering: use a bottom-half blend space for walk and run, while idle aiming plays on the top half via a layered blend per bone.
Create a simple objective system that displays objectives in the top right HUD and updates when the player overlaps a trigger, setting the text to 'put fire out'.
Configure a game HUD in Unreal Engine by building health and armor bars, icons, and ammo text using textures, fonts, and horizontal boxes, with anchors for consistent layouts.
Create a multi-instance kill feed in Unreal Engine by building a widget blueprint, adding it to the viewport, and animating fade and slide to display enemy names on kill.
Learn to build a minimap for an fps game in Unreal Engine by setting up a render target, scene capture, and HUD arrow anchored to the top-left.
Learn how to implement a match timer in Unreal Engine by creating a game state, updating minutes and seconds, and binding the HUD text to display countdown from five minutes.
Import a 32 by 32 hit marker image, create a UI animation that fades in and out on hit using a timeline, and trigger it via the player character cast.
Create a weapon settings struct to hold the HUD icon texture and weapon class, then bind icons to the HUD for weapon switching in Unreal Engine.
Develop a weapon inventory system by creating an actor component and wiring weapon switch up and down inputs, testing with an AK 47 placeholder, and planning pickup integration.
Implement a weapon pickup blueprint that triggers on overlap, adds the weapon to the player's inventory, destroys the pickup, and spins it with a timer to indicate its presence.
Create a weapon pickup feedback in Unreal Engine by using a HUD widget that binds the weapon name, appends picked up, and animates for two seconds before removal.
Wrap up the weapon system by enabling weapon switching, wiring skeletal mesh pickups, spawning and equipping weapons, and managing ammo in clip and total in blueprints.
Create line trace weapon shooting by replacing projectiles with a line trace, calculating start and end from the camera, world location and rotation, and applying damage where the trace hits.
Update weapon blueprints to shoot from the iron sights camera when enabled, aligning the line trace with the aim and correcting ray tracing from the correct camera.
Implement line trace damage by detecting hits on the player, casting to simple AI, subtracting health, and applying damage through the projectile, then test aiming down sights.
Learn to enable crouching in Unreal Engine by adjusting the character movement and capsule component, with crouch logic updates to make the player crouch in game.
More about the Instructor:
This course is designed by Animation Hacks which is the visual effect studio with high-quality skill artist work on numerous unannounced projects. In addition, they enjoy sharing their knowledge with those students who learn 3D online.
NOTE FOR STUDENTS - please take a look Section 1 / Lecture 1 to downloads for the source attachment link with the lesson.)