
Launch the Unreal Engine launcher, start blueprint-based first person template with version 4.25, maximum quality, and no starter content. Name the project, click create, and wait for editor to load.
Open the sources panel, copy the assets zip into the project's content directory, and extract here. Then verify that the game assets folder appears inside the content directory.
Use the first person character blueprint as the base for the player class, copy it into the game assets’ player folder, and rename it to player on the score BP.
Set up the player class by adjusting capsule radius 26, height 88, rotating 90 degrees, assigning skeletal mesh, resetting location to 0,0,0, and removing projectile nodes.
Implement crouching in Unreal Engine 4 via blueprint: map input, flip-flop crouch, adjust camera height and speed, and use overhead line trace to prevent standing under obstacles.
Set up sprinting by mapping a sprint action to left shift in the player blueprint, boosting speed to 900 only when not exhausted or crouched, otherwise revert to 600.
Set up a laser sight in Unreal Engine 4 by configuring a laser material, beam data, and a blueprint to render a muzzle-origin beam.
Capture trace hit data to obtain the target impact point, expose is_firing and is_sliding booleans in the animation blueprint, and configure sliding and firing transitions; test with left mouse button.
Implement a line-trace by channel to prevent gun clipping through walls, using a safe gun vector and inverse kinematics in animation blueprint to position the hand and interpolate when blocked.
Create a new widget blueprint named playerhud_bp, add shield and health images anchored to the bottom center, set positions and sizes, and enable flipbook animations with material instances.
Create and promote a player heads up display widget, then add it to the viewport during begin play for a full-screen hud.
Set up shield energy pickup by copying the ammo pickup blueprint, adding a light, and wiring a replenish shield event with float conversion to update the shield bar.
We create two electric particle effects in Unreal Engine 4 for the Lifeforce Tenka Clone: a PowerCore visual beam and a destroyed-object beam, with beam data and materials settings.
Implement power core logic: rotate meshes, apply damage via a health variable and do damage event, trigger destruction effects and explosion particles, and unlock emergency doors when health is depleted.
Develop a turret projectile particle system by configuring emitters, radial gradient materials, color and alpha over life, local space, orbit, and a point attractor for dynamic effects.
Create a turret projectile blueprint as an actor with a route collision at scale 1. Attach the projectile particle and add another collision named projectile collision at scale 2.
Implement turret projectile logic with collision and begin overlap events, play hit sounds and camera shake, spawn destruction effects, manage shield and health damage, and destroy the projectile.
Set up a turret class in Unreal Engine 4 by creating a blueprint actor, adding two mesh components, adjusting position and scale, and configuring red lights with no shadows.
Access the player reference, assign a unique firing interval to each turret using a random float in range, and aim with look at rotation while sensing a trace by channel.
Create a damage shield hud widget in Unreal Engine 4 to visually convey damage with a blue fade, full-screen background blur, and damage event binding.
Create a game over hud in unreal engine 4 first person shooter lifeforce tenka clone by building a continue_bp widget with yes/no buttons, overlay, and styled text.
Create a custom death check in Unreal Engine 4 blueprints, evaluate health, trigger controller pitch, set UI-only input, and show the continue widget.
Set up an event to damage the turret by casting the hit target to the turret and invoking the turret's do damage function, then compile and playtest to destroy it.
In this course, you will be creating a full first person shooter game which will be heavily inspired by one of my childhood favourites, "Lifeforce-Tenka" by Psygnosis. All of the in-game assets will be made available so we can focus more on being creative with the actual game development process.