
Create a new Unreal Engine 5.3 project using the third person blueprints template, name it Desert Explorer, and set up a basic level while managing maps and data.
Explore how Unreal blueprint variables store data with basic types like boolean, byte, integer, float, and text. Learn to name variables and use vector, rotator, and transform for 3d data.
Explore how arrays store multiple values, add items, access elements by index starting at zero, and distinguish arrays from sets using Unreal blueprints and event graph.
Learn how maps in Unreal Engine 5 blueprints store key-value pairs, with integer keys and names, enabling multiple unique entries and controlled data types through map utilities.
Learn to create and use custom enums in Unreal Engine 5 blueprints, restricting variables to values like magic, dash, jump, and swim, and enabling safe use in arrays and maps.
Explore how to create and use a struct in Unreal Engine 5 blueprints, define item fields like name, description, cost, and reward arrays, and apply them to inventory data.
Learn to create and query data tables in Unreal Engine 5 blueprints. Store item structs as a database and retrieve rows to access item fields such as name and cost.
Import a new character in Unreal Engine 5 by deleting the default, downloading Paragon Gideon from the Unreal Marketplace, and adding it to the project to replace the third-person blueprint.
Create a custom game mode GM Desert Explorer, assign it in project settings, and build a player controller blueprint to test the setup.
Debug and streamline a character blueprint by removing unused vr orientation and position references, updating deprecated axis and action mappings, and establishing clean keyboard or gamepad controls for movement.
Explore enhanced input mappings in Unreal Engine using a Desert Explorer input mapping context. Create input actions like jump and map spacebar to trigger it.
Configure and apply the enhanced input mapping context in the player controller using begin play, assigning the desert explorer context with priority to enable character input and actions.
Configure Unreal Engine 5 character inputs, creating move forward and turn actions with axis 1D floats, map w/s and a/d, include mouse look, and fix the animation blueprint.
Replace the checkerboard with a landscape, create and apply a Megascans material from Quixel Bridge, adjust tiling and color, and position the player on the landscape.
Create a main menu widget in a dedicated UI folder, design a right-anchored canvas layout, and trigger it via a menu input to add to the viewport.
Create a close button for the main menu in Unreal Engine 5 blueprints, with a paper texture background and top-right anchor, whose click removes the widget and enables UI mode.
Switch between ui mode and game mode by pausing the game, showing the cursor, and using construct and destruct events to manage a valid player controller.
Learn to create a blueprint function library of global functions to access the player character, cast to the correct class, and switch between cameras for menus and cinematics.
Create a tabbed interface at the top of the menu using a horizontal box and three buttons (inventory, quests, stats), controlled by a widget switcher to display corresponding content.
Create and configure a new Unreal Engine 5 widget blueprint for inventory, quests, and stats, then add them to a switcher and switch between them in the main menu.
Learn to implement tabbed navigation in Unreal Engine 5 blueprints by wiring button clicks to a widget switcher, switching active content by index, and styling selected tabs.
Refactor Unreal Engine 5 blueprints to create a reusable set_active_tab function with a tap index, driving the inventory, quest, and stats tabs via a shared array and highlighting.
Explore how to detect item interaction with a player using a line trace by channel in Unreal Engine 5 blueprints, including start and end points, forward direction, and hit results.
Learn to implement trace by channel with capsule traces, print hits, and configure custom channels in Unreal Engine 5 to selectively detect objects.
Learn to trigger actions on hit actors using a blueprint interface, avoiding hard references by implementing a trace function across objects.
Demonstrate inheritance in Unreal Engine blueprints by creating a base interact class that inherits from Actor, and display an on-screen 'E for interact' widget when nearby.
Create a child blueprint from a base interact class to build reusable interactable items. Set the parent via class settings or right click, and cascade changes to all children.
Use the trace function in a base interact blueprint to show a proximity widget when the player nears, with a custom interactive trace channel and overlap-triggered visibility.
Master how to trigger an interaction once in Unreal Engine 5 blueprints by tracking the hit actor, storing it, comparing frames, and resetting with a visibility delay.
Learn how to trigger and combine parent and child trace functions in Unreal Engine 5 blueprints, using inherited interfaces and the call to parent function to run both behaviors.
Master a trace-based interact system in unreal engine 5 blueprints by wiring an e key input to call interact on the traced actor and return its id.
Destroy the collectible on interaction, removing it from the world; trigger interact with the e key, while tracing and the base interactor manage the widget display.
Define two inventory structs—f item with name and icon (texture 2D), and slot item with id and quantity—and attach inventory logic to a player-attached actor component.
Learn to build an Unreal Engine 5 inventory system by creating an inventory widget, a slot item widget, and a dynamic array of slot items with IDs and quantities.
Implement a dynamic inventory grid by fetching the character's inventory content, looping over items to create slot widgets, and adding them to a grid box inside a scrollable wrap box.
Style the inventory grid in Unreal Engine 5 blueprints to display items dynamically, adjust slot size and padding, implement an overlay quantity, and organize five in a row with scrolling.
Learn to implement a dynamic inventory system by using a data table of items, define an item struct, add rows like apple and banana, and reference items by object id.
Add to inventory by passing the interacted item’s object ID to the inventory component, create a slot item with that ID and quantity, and store it in the first slot.
Display inventory items in widgets by passing object id and quantity to each slot, fetch item data from a data table, and render the icon and quantity in the slot.
Learn to create unreal engine 5 inventory by adding a find slot function that checks for existing items, increments quantity, and finds an empty slot, returning slot index or -1.
Implement a find empty slot function by looping inventory slots to return the first empty slot or indicate a full inventory, and integrate it with add-to-inventory logic.
Learn to create dynamic inventory items in Unreal Engine 5 blueprints using data tables and construction scripts to assign meshes such as apple, banana, and grape from quixel bridge assets.
Learn to build a dynamic inventory by exposing item references as instance editable, using a data table with row handles, and adding collected items to the inventory component.
Build a functional inventory in Unreal Engine 5 blueprints by stacking duplicates, updating slot quantities, and retrieving item quantities to support icons and multiple item types.
Fix the Unreal Engine 5 blueprints inventory bug by moving the slot index check before get item quantity, ensuring safe empty-slot handling and correct quantity retrieval.
Create a quest model in Unreal Engine 5 by defining quest and task structs, a task-type enum, and a data table to organize quest lists with titles, dialogues, and rewards.
Create a quest system with a quest system component and quest actor in Unreal Engine 5 blueprints, attaching components to actors and using invisible quest actors with unique quest IDs.
Trigger interactive dialogue by creating and displaying a UI widget in Unreal Engine 5 blueprints, using NPC traces and data table quest data for a hungry lion quest.
Expose a quest data variable in the widget, pass a quest reference from the NPC, and format text to display quest info and XP rewards in the widget.
Wire widget buttons to accept or decline quests, remove the dialog on decline, and send quest IDs to the quest system component, displaying on-screen feedback for testing.
Add quest develops a quest system by storing quest IDs in a unique list, spawning quest actors in the 3D world, and tracking active quests for display in the UI.
Fetch the quest list from the quest system component and populate a scrollable vertical layout with quest name widgets, creating and adding each item dynamically.
Create and style a dynamic quest name widget by passing quest data from the player component, setting the title text, and preparing for click-to-view details.
Make quest names clickable by wrapping each in a button, dispatch the on selected event with the quest’s event id, and have the parent listen for and handle the selection.
Create a dynamic quest panel in Unreal Engine 5 blueprints that shows a quest title, description, and a dynamic list of task widgets loaded by event id.
Bind inventory items to world events by creating an on item received event dispatcher, then have the quest actor listen to the player character's item IDs and print them.
Track quest progress in Unreal Engine 5 blueprints by loading quest data from a data table, initializing progress as a name-to-quantity map at play, and exposing it to the UI.
Display task progress by wrapping the task name and progress in a horizontal box, passing the quest actor through widgets, and formatting progress as collected versus required.
Debug and implement quest progress updates in Unreal Engine 5 blueprints by connecting the quest system, handling item received events, and updating the progress map for apples and bananas.
Implement a blueprint-based progress limit for quest items in Unreal Engine 5. Find tasks by id, match item ids, and enforce the maximum before updating quest progress.
Learn to implement task completion in Unreal Engine blueprints by tracking progress against a max, using a check or strike-through styling, and updating UI dynamically.
Learn to determine quest completion by looping through tasks, comparing progress to required quantities, and dispatching a quest completed event to notify characters and update quest systems.
Learn to handle quest removal by triggering quest completed events with a quest id, remove the quest from lists, destroy the quest actor in the world, and award experience.
Expand the Unreal Engine 5 blueprints quest system with a new elephant quest linked to Oasis and inventory checks, adding xp and ensuring progress stays clear.
Build an oasis scene for the second quest by laying out a plane, adding water and terrain, and painting foliage with Megascans assets, preparing quest completion for the next video.
Trigger quests in Unreal Engine 5 blueprints by using an invisible actor with a sphere collision to send a universal item ID to the player character, activating quest progress.
Set up a game instance to persist character statistics across levels, keeping in-game data alive from start to end while supporting later expansion of quests and inventory.
Build a level and xp system in the game instance, starting at level 1 with zero xp. Implement add xp to update xp, trigger level ups when xp meets level up xp, increment level, and carry over remaining xp while increasing next level xp by 1.5 (floored).
Create a dynamic stats widget in Unreal Engine 5 using blueprints, designing a two-column layout with level and XP, a progress bar, padding, and future dynamic data.
Fetch data from the game instance and populate a widget with the player's level and xp using blueprints. Cast to your custom game instance, expose level and xp values, and drive a progress bar and formatted text to show progress toward the next level.
Learn to award quest XP in Unreal Engine 5 blueprints by extracting reward XP from quest data, sending it to the game instance, and updating player stats and levels.
Welcome! I’m excited to introduce a course that will change the way you think about game design in Unreal Engine 5. This isn't just a course that shows you how to implement features in your game—this course will teach you how to design these features so that the data and logic remain clear and consistent.
What is this course about?
In this fascinating course, we'll dive deep into communication between Blueprints and data management in Unreal Engine 5. You won’t just learn various techniques for organizing code and data within Blueprints; you’ll apply them in practice by creating fully functional systems like an inventory system, quest system, and player statistics.
What will we cover?
We’ll start with the basics of data types in Unreal Engine 5—data types, arrays, maps, enums, structures, and data tables. From there, we’ll move into practical implementation, importing characters from the Epic Games Marketplace and customizing the Character Blueprint to suit our needs. Together, we’ll build a basic level with a landscape, exploring techniques for detecting interactive objects and class inheritance in Unreal Engine.
Creating an Interactive Menu with Animations
I’ll show you how to prepare an interactive menu with three different tabs. You'll also learn how to customize and animate widget appearances.
Inventory System
Once the menu is ready, we'll dive into building our inventory system using various techniques, such as interfaces, trace, structs, data tables, and custom functions. Our player will be able to trace collectable objects and interact with them. We will learn how to collect objects, track quantities, and display them in UI.
Quest System
Next, we’ll move on to the quest system. You'll learn how to interact with NPCs that offer tasks to complete. In the quest tracking menu, we’ll cover how to monitor progress. The quests we create will be based on various in-game events, creating a unique and engaging experience for the player.
User Statistics
The final section of the course will focus on player statistics. We’ll display our character’s stats in the menu using data from the game instance. This element will not only add depth to our game but also demonstrate how to use data efficiently throughout the project.
This course is not just a collection of techniques. It's a practical guide on how to effectively create interactions between Blueprints, organize data, and implement advanced game systems. If you want to elevate your skills in Unreal Engine 5 and create memorable games, this course is for you!
Don’t wait. Join today, see your projects come to life, and start your journey into the fascinating world of Unreal Engine 5.