
Create a tile set from a texture, apply paper to textures, rename to TS and TM, then paint and refine a level with fill and erase tools.
Create a playable 2D character in Unreal Engine 5 using PaperZD, converting sprites to a flipbook and wiring the BP player, camera, collision, and game mode for a side-scroller shooter.
Apply 2D settings in Unreal Engine 5: disable auto exposure and motion blur, set anti-aliasing, global illumination, and reflections to none, and configure an unbound post process with zero exposure.
Adjust tile map pixel per unit to match the player, then build polygon collisions for the ramp and surrounding tiles, including toggling collision with Alt C for precise platforming.
Move a character in Unreal Engine 5 by creating an input map and mapping d and a to right and left, deploying add movement input in the blueprint.
Rotate the player in a 2D side scroller using the action value to flip between 0 and 180 degrees, and set the spring arm to world for camera stability.
Bind space to a jump action, trigger jump, and adjust z velocity and air control. Add a single-frame jump animation and a jump state in the locomotion state machine.
Create a fb crouching flipbook, map crouch input to s, drive is crouching in the animation blueprint, and adjust capsule height for proper visuals.
Create and spawn a player bullet using BPPlayerBullet with a S-bullet sprite and projectile movement, stopping at walls and applying damage to pawns.
Create explosion visuals with a flipbook in BP explosion base, disable collisions, and play explosion sound; spawn explosions from bullets and add a shoot sound with sound cue and volume.
Design engaging 2D levels in Unreal Engine 5 by configuring tile map layers, painting platforms, and background elements, duplicating parts, and fixing texture artifacts for a playable level.
Learn to implement footstep sounds in unreal engine 5 for a 2d side scroller shooter by using custom footstep notifies and a random array of three sounds.
Define a bullet system with bullet amount, max bullet amount, mag amount, and max mag amount; initialize at begin play, decrease on fire, and display amount at the top left.
Map IA Reload to the R key, check mag amount, decrease mag by one, and refill bullets to the max, displaying mag and bullet counts.
Learn to trigger reload animations in Unreal Engine 5 for a 2D side scroller by pressing R, create crouching and standing reload flipbooks, and wire a reload jump.
Unreal Engine 5 tutorial demonstrates adding a reload sound with a frame-zero notify, adjusting volume, and preventing movement during reload using an is_reloading flag and a crouch check.
Build an ammo UI in Unreal Engine 5 by creating a WBP Ammo widget, arranging textures in a horizontal box, and using overlays with centered text to show ammo.
Learn how to add an ammo ui to the game screen by creating a hot widget, stacking ammo in a vertical box, applying padding, and displaying it via begin play.
Update the ammo UI in Unreal Engine 5 by creating updateAmmoAmount to split the amount into two digits and refresh the WBP ammo on shoot and reload.
Update the mag ui by looping from 1 to max mag amount, marking slots full based on mag amount, and call update mag ui when mag amount changes (on reload).
Build a wall detector for the mech in Unreal Engine 5, using a tile map wall and edge detector to change rotation on begin overlap and prevent wall passage.
Launch bullets to damage enemies on overlap, cast to bp player to prevent harming the player, then destroy bullet; spawn an explosion on damage to the mech and destroy it.
Learn to create an alien enemy in Unreal Engine 5 by making idle and walk flipbooks, and script a bp alien to follow and face the player using look-at rotation and collision settings.
Create an alien follower in Unreal Engine 5 using a blueprint to adjust speed, check distance every 0.2 seconds (under 800 units), and toggle walk and idle animations.
Create a gas explosion flipbook, wire it into a blueprint, detect player collision, apply damage, spawn the explosion, and destroy the alien when shot.
Learn to create a hovering fly enemy in Unreal Engine 5 by extracting sprites into a flipbook, building a BP fly actor with capsule collision, and placing it in level.
Move a fly between top and down poses using begin play to set world positions, and a timeline-driven lerp between vectors controlled by custom events.
Learn to make the fly rotate to face the player in Unreal Engine 5 using yaw checks and a reusable update rotation macro library.
Build a player health system in Unreal Engine 5 using blueprints, with max health, begin play initialization, a damage event, and clamping to zero while updating on-screen health.
Implement player death when health reaches zero by spawning a player explosion flipbook, fading the camera, and restarting the level by name in Unreal Engine 5 blueprints.
Create and display a health bar in Unreal Engine 5 by duplicating a magazine widget, building a health piece, and updating its image with a heart texture to reflect health.
Define enumeration called E item type to toggle between health and mag, expose item type and amount as instance editable, and use a construction script to switch the sprite accordingly.
Build a laser trap in Unreal Engine 5 by converting laser frames to flipbooks, creating a BP laser actor, and adding box collisions to block the player while fixing flicker.
Control laser timing in Unreal Engine with a timeline that fires laser on/off events to flip a laser animation on and off every 2 seconds, with looping disabled.
Create a damage box with custom collision to detect the player on overlap, applying one point of damage when the laser activation animation finishes and disabling it when it ends.
Create a spike blueprint in Unreal Engine 5 by extracting sprites to build flipbooks for idle, activated, deactivated states, collision box, place it in level, and set flickeriness to 0.05.
Orchestrate spike laser animations in Unreal Engine 5 using a timeline and flipbooks to trigger activate, idle, and deactivate sequences at the right times.
Set up a turret damage box with Paper ZD, enable begin overlap with the player, and trigger a start attack notify in the animation blueprint to apply damage.
Expand a 2d Unreal Engine 5 side-scroller level with platforms and implement a double jump using blueprint, setting max jump count to two and testing in the tile map editor.
Create a BP kill zone with a box collision that destroys any actor onComponentBeginOverlap using a large damage value, then place and resize it in the level and test.
Build a worm in Unreal Engine 5 using paper 2d flipbooks for idle, get hit, attack, and def animations, and configure bp worm for a 2d side scroller shooter.
Learn to make the worm face the player by periodically checking distance every 0.2 seconds and updating rotation when the player is within 1200 units.
Create an Unreal Engine 5 2D side-scroller shooter worm that plays a get hit animation using PaperZD animation blueprint and animation source AS worm, with an idle state.
Create a health-based worm death system in Unreal Engine 5 by subtracting damage, clamping to zero, and triggering get hit or death animations via the ABP worm.
Duplicate the player bullet to create a worm fireball, add an explosion on impact that damages the player, and test in level with a flipbook animation and adjusted collision.
Learn to trigger a worm attack animation in Unreal Engine 5 and spawn a fireball at the right moment using animation notify and a BP worm state machine.
Resize fireball and explosion, adjust spawn position in Unreal Engine 5 for a 2D side scroller shooter, and position the fireball with a scene component to trigger the attack flipbook.
Destroy off-screen bullets in Unreal Engine 5 2d side-scroller by converting world to screen coordinates and destroying when X is outside the viewport.
Create a game end UI that blurs the background when the boss is destroyed, shows level clear text, and presents replay and quit options.
Trigger the Game 1 animation when the worm dies by calling a custom event from the worm to the BP player, and reveal level complete text and buttons.
Increase the worm's death challenge by changing the two-second interval to one second. Trigger a worm dead event to reveal the replay and quit ui after death.
Welcome to the complete Unreal Engine 5 2D Side Scroller Shooter course!
In this project-based course, you will learn how to create a professional 2D action shooter game from scratch using Unreal Engine 5, Blueprints, Paper2D, and PaperZD.
Instead of learning isolated concepts, you will build an entire playable game step-by-step while learning real game development workflows used by indie developers.
Throughout the course, we will create a complete character controller featuring movement, jumping, crouching, shooting, reloading, animations, health systems, UI, enemy AI, pickups, traps, level design, and much more.
We will also create multiple enemy types including mechanical enemies, flying enemies, alien creatures, and a boss-like worm enemy capable of attacking the player with projectiles.
By the end of the course, you will have developed a complete side-scrolling shooter game that you can expand into your own commercial project.
What makes this course different is the practical approach. Every lesson focuses on building a real game feature that contributes directly to the final project.
Whether you are a complete beginner or an Unreal Engine user looking to learn 2D game development, this course will provide the skills and confidence needed to create your own games.
Join now and start building your own 2D shooter game today!