
Explore behavior trees to build smart enemy AI with sensors. Set up a first-person character with reloading and firing mechanics, and create animation blueprint for Brax while importing marketplace assets.
Set up a blueprint fps project in Unreal Engine 5.4.4 using the first person template and starter content. Organize content folder with folders such as actors, eye, animations, and ui.
Download and import free assets from the Epic Games marketplace, add them to your Unreal FPS project, and organize folders for animation starter pack, pH weapon bundle, and paragon graphics.
Configure the first person character by adding a weapon mesh and a left hand position scene component, then create and attach a right hand socket to align the weapon.
Engage in a hands-on exercise to set up the first-person animation blueprint for a fps character; create speed, offset, and reloading variables, and a locomotion state machine.
Use the fabric node to apply inverse kinematics, placing the left hand relative to the right hand on the fps rifle, controlled by a reloading boolean using blend poses by bool.
Add input actions for fire and reload, connect the left mouse button to a point damage node, and configure the mapping context and first-person player controller.
Register input actions in the mapping context, wiring fire and reload to left mouse button and the R key, then build a hud with a crosshair and ammo/health indicators.
unreal engine 5 blueprints fps: implement can fire, can reload, need to reload, and reload weapon in the first person character controller using ammo and weapon ammo.
Create and implement blueprint interfaces (i_enemy and i_player) and add a get player reference function on the BP first person character, while updating the HUD for ammo, health, and enemies.
Create a reusable health component with an enemy health bar widget, update and clamp health, set percent on enemy and player huds, and trigger health depleted events via interfaces.
Add a health component to the first person character and set health and max health to 100, updating the hud in pre-construct for the damage system.
Retarget the rifle reload animation to the FPS character, export it as an am reload montage, and add sound notifies for a seamless first person reload.
Implement the fire weapon flow by wiring the input to play the rifle shoot montage, perform a line trace within a 10,000 attack range, and apply damage to hit actors.
Fix a minor error in the first person blueprint by removing an unused variable and correcting the player controller reference, then add sound, muzzle flash, and recoil tweaks.
Build an enemy AI in Unreal Engine 5 blueprints for a first-person shooter, including animation blueprint creation, skeletal mesh setup, collision boxes, and a health widget.
Set up the AI controller, the blackboard, and the behavior tree to drive enemy behavior in Unreal Engine 5 blueprints, while organizing interfaces, decorators, and tasks for FPS AI.
Configure an AI perception component on the controller to sense sight and damage. Set sight radius to 1200 and 60-degree peripheral vision, then route events to handle sight and damage.
Implement AI sight handling: detect the player with I sense site, store last known location in the blackboard, set the target, and reset it after a 3-second site forgotten timer.
Implement the handle damage function in the Grax AI controller. Validate the damage sense, detect the player as the target, and store it on the blackboard to drive pursuit.
Build a patrol point actor in unreal engine 5 blueprints using a spline to define enemy AI patrol paths, with functions to get world positions and increment the index.
Learn how Unreal Engine 5 blueprints use behavior trees to drive AI enemies, starting with selector and sequence nodes, move to target, decorators, and blackboard keys for the patrol sequence.
Create a patrol sequence in Unreal Engine 5 blueprints using a behavior tree with selector and sequence, a custom task to fetch patrol points, and update the blackboard.
Test the patrol point system in Unreal Engine 5 blueprints by assigning an instance patrol path and observing the AI enemy patrol behavior in the scene.
Implement animation logic in Unreal Engine 5 for an AI enemy, setting up speed, direction, acceleration, and is in air, then build a ground locomotion state machine with default slot.
Continue implementing enemy animations by wiring idle, run, and death states in the ground locomotion state machine, set up a blend space driven by speed, and plan damage system integration.
Develop a first-person enemy attack montage in Unreal Engine 5 blueprints, enabling and timing hammer collision via animation notify states to apply damage during four strikes.
Explore how to implement the AI investigate state in Unreal Engine five blueprints, using a last known location on the blackboard within a behavior tree to move, wait, and clear.
Test and configure the AI perception component and last-known-location logic in Unreal Engine 5 blueprints, enable detection by affiliation, and validate the investigate state through a movement-speed task and debugging.
Explore implementing the AI attack state in Unreal Engine 5 blueprints, creating a priority attack sequence with range checks, facing the target, and a custom move-to-target task.
Create an on attack finished dispatcher in the enemy blueprint, check the enemy is alive, and play the attack montage to drive the upcoming attack task in the behavior tree.
Implement the enemy attack task for the FPS AI, wiring the on attack delegate, using the interface to attack, and handling aborts by stopping the montage and unpossessing the AI.
Fix the AI sight forgotten timeout in Unreal Engine 5 blueprints by relocating the timer, clearing the target on sight, and validating last known location and patrol behavior.
Test the AI enemy attack state in Unreal Engine 5 blueprints, verify the behavior tree attack task and animation montage, and fix montage slot issues using the default slot.
Implement apply point damage for the left and right hand overlaps to damage the player, using the player interface and a five-point value; test health HUD updates and game over.
Enable rocks to take damage via point damage and fix jitter with desired control rotation. Briefly show health bar on hit and add a hit reaction montage with rifle sound.
Introduce a death sequence in the behavior tree driven by the blackboard is_dead flag, triggering the die task, updating the animation blueprint, and then destroying the actor after five seconds.
Develop a base item class in unreal engine blueprints to support ammo and health, test handle damage sensing, and implement an ammo pickup widget with a collision sphere.
Implement the AR mag pickup logic, display an ammo widget during player overlap, update the HUD, play a pickup sound, and destroy the ammo actor.
Fixes a widget placement issue and demonstrates creating a health pickup using Niagara particles, with overlap detection, health update, and pickup sound in a first person shooter blueprint.
Create new enemy variants by inheriting from the base rocks enemy in Unreal Engine 5 blueprints, set health to 120, damage to 10, and apply Grox beetle red skin.
Design a test level in Unreal Engine 5 blueprints by creating enemies with varying health and damage, laying out walls and patrol points, and planning ammunition placement for testing.
Add items, ammo, and health pickups to the level; configure enemy patrol points and guard modes; adjust the nav mesh; and test combat to see how things are working.
Explore Unreal Engine 5 blueprints for a beginner-friendly first person shooter, covering character setup, actors and enemies, behavior trees, shooting mechanics, reloading, ammo pickups, AI basics, and a test scene.
This is the ultimate Unreal Engine 5 FPS Shooter Game perfect for beginners that are looking to expand their skills in Unreal Engine 5. If you're interested in learning more about Unreal Engine 5 and how to create a First Person Shooter, then this course is for you. The course will also be a nice addition to your portfolio as we are going to create a small scene with different enemies to defeat.
We will start with setting up the project and after that we will add assets we need to use. We will then create the animation blueprint to implement animation logic. Once the rifle and player animations are added we will also create input actions for your game.
Later in the project, we will add animation montages, shooting and reloading mechanics, smart enemy AI with behavior trees that has senses such as Sight and Damage sense. We will also create multiple enemy types with different strengths and animate them as well.
You will also learn about animation notify states and how you can add sound and hit reactions to your animations.
We will also create a health component that can be added to any "Actor". You will also learn how to create a patrol point system for the enemy character in order to make them patrol alongside a set of patrol points.
In addition to all above, we will also setup the player HUD using widgets and then we will also create a base item class so we can easily create new items that the player can pickup, such as health and ammo.
Please note that, the entire project is available for download in lecture 3 "Project Assets".