
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.
Attach the gun to a gun socket on the skeletal mesh and drive idle to walk animation with a speed-based animation blueprint, then disable gun collision for proper play testing.
Implement a jump system for all players in Unreal Engine 4. Create start jump and is falling variables, and build entry, loop, and exit animations.
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.
Learn to implement a sliding mechanic in unreal engine 4 by sprinting and crouching, with slope and uphill behavior, velocity checks, and per-frame launch via the forward vector.
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 movement sounds with random footsteps, jump and land cues, apply attenuation, and sync with the walk animation using notifies; add gunfire as a two dimensional sound.
Wire the fire button to a sequence node and is pressing fire button, with a delay. Implement can fire and ammo frame logic, a line trace to check hit target.
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 and configure a muzzle flash particle in the content browser, attach it to the gun's muzzle, trigger it via weapon events from the firing animation, and apply hammer shake.
Apply camera shake for damage, firing, sprinting, and walking using a camera shake blueprint, then tweak oscillation, duration, blending, rotation, field of view, isolation, amplitude, and frequency.
Show how to implement ammo consumption by advancing the gun's flipbook frame per shot, using an ammo index converted to a float and a tiny offset to prevent frame skipping.
Create and spawn an impact particle emitter at the firing point, configuring size by life and alpha over life for a realistic blast.
Explore the reloading functionality triggered when the ammo counter hits zero, including weapon events, magazines management, ammo frame, and a reload sound to complete an auto reload flow.
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 custom events to drive health frames and play heart rate sound, updating shield and health bars via dynamic materials on the player class.
Create and promote a player heads up display widget, then add it to the viewport during begin play for a full-screen hud.
Implement a heart rate system that increases during sprinting, clamps values, and tracks heartbeat, while checking exhaustion and reducing move speed until recovery during rest.
Create an ammo pickup using a blueprint actor with a box collision, cast to the player to replenish ammo, play a collection sound, and destroy the pickup.
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.
Create a security key pickup in Unreal Engine 4, replace ammo with a key asset, set a unique float value, and update the player's key list to unlock doors.
Create a security door blueprint in Unreal Engine 4 using a static mesh and box collision, with overlap events, key checks, door states, and open‑close timelines.
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.
Create an explosion particle system in Unreal Engine 4 with cascade, using flipbook animation frames, explosion and smoke emitters, color and alpha over life, and debris for realism.
Create and configure the PowerCore blueprint to be the game’s destroyable objective, adding meshes, lighting, shadows, and electric beam effects, then duplicate, position, and parent components for realism.
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.
Add on released events for the yes and no buttons in the continue widget, set the input mode to game only, and execute restart level or exit commands.
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.