
Download the Resources files for the course from this lecture.
Master the event graph basics in Unreal Engine 5 by adding nodes, using the print string function, compiling, and running a blueprint in the scene to display on-screen text.
Learn to comment your Unreal Engine 5 blueprints to organize complex logic, improve readability, and collaborate effectively by using group movement, bubbles, colors, and nested comments.
Organize your Unreal Engine 5 blueprint graphs by arranging blocks, inserting nodes, and adding comments to clarify connections, improving readability in heavy projects.
Identify blueprint nodes by color and shape: events red, macros blue, and gate functions green; variables show colors like red boolean and orange transform to speed navigation of event graph.
Create an integer variable named health in Unreal Engine 5 blueprints, ensure its name is unique, and connect get and set nodes in the event graph, displaying health on screen.
Create and manipulate a vector variable to store x, y, z coordinates in Unreal Engine 5 blueprints and print it to display checkpoints.
Create a blue rotator in the blueprint and assign its X, Y, Z rotation values, showing X as roll, Y as pitch, and Z rotating from the base.
Learn how to get and set variables in Unreal Engine blueprints using get and set blocks to read, set, and print the armor value.
Learn how to make variables public or private in Unreal Engine 5 blueprints and access them via references. See how a child blueprint can inherit variables from its parent.
Spawn actors in the scene via blueprints by using spawn actor from class in the level blueprint, exposing health and armor on spawn, and setting a transform-based spawning position.
learn how to get an element from an array in Unreal Engine 5 blueprints using the get element from array node, with a public index to display the result.
Insert an item into an array in Unreal Engine 5 blueprints by placing a 100 HP potion at an index, print the result, and check array length and last index.
Remove items from an array in Unreal Engine 5 blueprints using remove index or remove item, demonstrated with begin play and a print string.
Utilize the quick clear function in Unreal Engine 5 blueprints to empty an array, such as a character inventory, then drop items on death by clearing all elements.
Learn how to append one array to another in Unreal Engine 5 blueprints, expanding inventories by adding items and displaying the updated array length.
Explore branches in flow control using booleans to decide true or false, print string for player alive or dead, and chain branches to drive gameplay flow.
master the for loop blueprint block in Unreal Engine 5, controlling first and last indices and the loop body to repeat actions, with completion advancing the flow.
Explore events, functions, and macros in Unreal Engine 5 blueprints. Learn how events trigger with delays and timelines, functions return instant values, and macros enable reusable, visually organized actions.
Learn Unreal Engine 5 events, including begin play, actor begin overlap, and tick, and explore keyboard, mouse, touch, and steam events that trigger game logic in the event graph.
Learn how to create and call custom events in Unreal Engine 5 blueprints, using a sword upgrade example with prints and delays, and triggering via keyboard input.
Learn how to add inputs to custom events in Unreal Engine 5 blueprints, wiring delta seconds, sort type, and sort rarity, triggered by the F key to drive upgrade logic.
Learn to create and use macros in Unreal Engine 5 blueprints, wiring inputs and outputs to perform arithmetic and unit conversions, reusable across the event graph.
Learn to build a blueprint macro library to convert between meters and centimeters, handle integer and float inputs, and use multiply, divide, and print outputs in the event graph.
Explore enumerators in Unreal Engine 5 blueprints, defining variables as predefined constants with values like play audio mode and mouse actions, accessible globally for game logic.
Learn to use get and set with enumerators in Unreal Engine 5 blueprints to manage character states such as mouse up, mouse down, running, and jumping.
Create and use custom enumerators in Unreal Engine 5 blueprints to define character status (walking, running, swimming, driving, crouching, jumping) and set and print status across blueprint classes.
Learn to compare enumerator values in Unreal Engine 5 blueprints using a branch and equal or not equal logic to drive character states like walking or swimming, and print status.
Explore using a switch on the E character status enumerator in Unreal Engine 5 blueprints, routing walking, swimming, driving, crouching, and jumping through begin play or custom events.
Explore how Unreal Engine structures games by defining game modes, game state, and the game controller, then connect pawns and HUD to drive real-time input and character control.
Explore components within blueprint actors, understanding root scene components, parent-child relationships, and relative versus world transforms, then build and modify pieces like cones and spheres in editor.
Explore the default third-person character blueprint in Unreal Engine 5, detailing its vertical controller, out-of-the-box movement (walk, run, jump, swim, fly), skeletal mesh, capsule collision, and camera setup.
Discover the player controller class, an actor that controls a pawn and supports human or ai input. By default it controls one pawn; for multiple units, use a custom controller.
Learn how actors use static meshes, materials, and the mesh editor to shape and export geometry to Maya or Blender, with level-of-detail insights.
Spawn and destroy actors in Unreal Engine 5 blueprints using the level blueprint, class spawn, a transform variable, and a flip-flop toggle.
validate spawned actors using the is valid check in blueprints to prevent crashes, printing coordinates only when the object exists and handling not valid cases gracefully.
Learn to get all actors of a class in Unreal Engine 5 blueprints, store them in an array, and rotate them using a level blueprint triggered by pressing X.
Distinguish skeletal mesh from static mesh, explore bone structures and the animation panel, and learn to import rigs from Maya or Blender and spawn skeletal meshes in the level blueprint.
Learn to use unreal engine 5 triggers with trigger box and sphere, handling begin and end overlap to spawn and destroy a cactus via the level blueprint.
Learn to use mesh tags in Unreal Engine 5 blueprints to tag cactuses, get all actors of a class, loop them, and destroy those with the cactus tag.
Master blueprint communication in Unreal Engine 5 by connecting a working BP (sender) to a target BP (receiver). Trigger actions such as opening doors when the player presses E.
Explore blueprint interfaces to trigger different interactions with objects using the same input key, via a sphere trace and interface messages to cactus and rock.
Adding outputs to a blueprint interface converts it from an event to a function, enabling object-specific logic such as multiplying or dividing HP and armor, with different behavior per object.
Master event dispatchers in Unreal Engine 5 blueprints to broadcast messages from the main character to nearby objects, triggering actions like rotating cactus and rocks and opening doors.
This is a complete Blueprints Masterclass in Unreal Engine 5.
*The Course is updated frequently with new content.
In this course we are entirely focused on how to make games without writing code in Unreal Engine 5.
You will learn Unreal Engine powerful visual coding system known as Blueprints.
This course will cover all beginners topics, so you will need no prior experience or knowledge of Unreal Engine 5 or game development in general.
We will start with all the basic concepts around Blueprints system and gradually increase our Blueprints knowledge.
What are Blueprints?
Blueprints is the visual system of Unreal Engine 5 which a non-coding users can use in order to create full games.
It is a representation of the C++ code visually via blocks.
This way you will be able to create whole games without having to know any programming language.
The aim of this course is not only to explain the blocks behind Blueprints system, it is rather to teach you the fundamentals behind game development.
You will have a lot of examples, quizzes and tests across this course.
What is included in this course?
In this course I'll be covering all the fundamentals that you will need in order to start creating your own games.
Unreal Engine 5 allows you everything you can imagine to be created, like interactive projects, games, films and much more. You will learn how to use very advanced tools that all the big gaming companies are using.
So if you want to start creating games, but don't have that coding knowledge - Unreal Engine 5 is the way!
This course will cover topics like Communication between Blueprints, variables, event, functions, how to manipulate materials, Timelines, Vectors, First Person and Third Person Characters, UI/UX and a lot more!
Unreal Engine 5 - Blueprints Masterclass is not your typical tutorial course in which you will follow few steps and make a game. The purpose is to teach you the fundamentals and give you the knowledge that you need in order to start creating games from scratch.
Do I have to know how to code?
No coding experience is required!
You just need to know how to navigate in Unreal Engine and the core basics of the editor - panels, move, scale and rotate objects.
You will get full lifetime access for a single one-off fee. Not only that, but you will also receive all the updates and patches that are constantly made to this course.