
Create a 3d action mobile game in Unreal Engine 5 using blueprint, featuring melee combat with combos, locking, dodges, parry, defense, camera transitions, ai modes, then publish to Google Play.
Set up a new Unreal Engine 5 mobile project from a blank template, configure Blueprint and high-end graphics, migrate assets, organize maps, and set startup and default maps.
Set up the main scene for a mobile game in Unreal Engine 5, configuring directional light, skylight, and sky sphere, then optimize by merging actors for fewer draw calls.
Create a bp_player character and align a paladin skeleton to the capsule. Add a spring arm and follow camera, then configure movement inputs for forward, right, turn, and look up.
Create a paladin locomotion system in Unreal Engine 5 using a blend space, animations, and an animation blueprint, then test direction-based movement and prepare for mobile packaging.
Set up virtual joysticks and test Android APK packaging for a mobile build, adjusting controller input, camera yaw and pitch, and minimal lighting in Unreal Engine 5.
Set up a trainer character with custom collision, create a basic locomotion blend space and animation blueprint, and test in editor while configuring pc mode for publishing.
Bind a lock input and implement a can lock macro with a debug sphere. Create a get closest actor function to identify the trainer by distance and tags.
Lock the nearest actor with a custom camera in Unreal Engine 5, using flip flop toggling, rinterp rotation, and distance-based pitch via map range clamp.
Refine the lock mechanic in Unreal Engine 5 by creating a target icon material, attaching it to locked actors, and using a combat interface to check dead states.
Create and configure a rolling montage in Unreal Engine 5, clarify root motion versus skeletal mesh direction, and implement locking, input roll, and rotation logic for accurate velocity during rolling.
This lesson shows how to rotate the character during root-motion rolling when not locking, by implementing an INT_Rotate_character interface and ANS_RotateRM notify, and enabling physics rotation during root motion.
Learn to implement rolling behavior in Unreal Engine 5 when locking on an enemy, using velocity and mesh forward vectors, world rotation, and rotation interpolation to control roll direction.
Implement player attack combos in Unreal Engine 5 by wiring attack input, attack counts across atk1, atk2, atk3, and creating montages with anim notifies and root motion.
In Unreal Engine 5, set up attack collision for the player using sword capsule collision, syncing with bone, and handling attack timing with int_hit_handle and ANS_Attack timing and hp damage.
Add knock back for combat in the trainer blueprint by modeling damage variables, evaluating forward vector, and triggering hit effects, montages, and camera shake to enhance impact.
Create a head bar UI for trainer in Unreal Engine 5, including HP and posture progress bars wired to update events for dynamic HP and posture display.
Add a sharable actor component to manage health and posture values, exposing current and max values and enabling recovery. Implement timers and update bars for hp and posture.
Learn to add an animation notify and a movement interface to drive montage motion, with a custom anim notify state, sphere tracing, and adjustable distance and speed for attacks.
Implement an ai death event in Unreal Engine 5 using blueprints, with health check, death montage (root motion), notifies, particle effects, sounds, head bar visibility, and player locking behavior.
Implement an AI stun event in Unreal Engine 5 by adding a stun state, custom event, and replication, triggering stun animations and sounds when posture exceeds the maximum value.
Implement AI tyrant and visual hit effects by adjusting stun rotation logic, triggering particles, sounds, camera shake, and time dilation through anim notifies and the INT_TyrantTime interface.
Create AI blocking reaction via TR_BLOCK_REACT montage with anim notifies, particle effects, and cues; enable slow motion through ANS_SoloM and global time dilation, and implement continuous hit counts in trainer.
Implement execution montage and icon in bp_player and trainer, with executable checks and stun logic. Drive a timed execution sequence using an execution area, interface calls, and slow-motion effects.
Implement camera behavior during the player's execution action in Unreal Engine 5, including invincibility handling, execution location setup, and smooth timeline transitions restoring player control.
Set up UI_player layout with BTN_ATK, HP, and posture bar for BP player. Connect on released events, update HP and posture, and enable mobile visibility for attack, lock, and roll.
Add combat effects and test APK by configuring animation notifies, trails, and particle effects across attack montages, then package the project to APK with correct settings for Epic Marketplace readiness.
Set up ai controller, behavior tree, and blackboard to drive a trainer's actions, using enums and a game instance to manage attack counts, strife timing, and runtime decisions.
Implement strafing AI in Unreal Engine 5 using a training modes enum and normal attacks mode, with 0.05s tick updates, speed control, and animation blueprint integration.
Develop a complete attacking logic cycle in Unreal Engine 5, building weapon collisions, begin overlap events, damage handling, montages, behavior trees, and rotation to face the player.
Implement turn-in-place AI animations in Unreal Engine 5 by calculating the angle to the player, using relative rotation, and triggering left or right turn montages.
Implement a player death event in Unreal Engine 5 by handling received HP and posture damage, updating UI, and playing a root motion death montage after a 3-second delay.
Implement heavy hit reactions in Unreal Engine 5 by triggering a stun state, managing posture with BPC posture component and hit boolean, and coordinating knockback, montages, and vfx.
Implement a normal hit reaction in Unreal Engine 5 by creating and wiring the normal hit montage, triggering hit reactions, VFX, and a knockback of 80 for the player.
Configure player's defense action in unreal engine 5 by adding a block input mapping and can block logic, with a layered blend per bone to keep upper body facing AI.
Implement defense reactions for the player by using dot product of forward vectors to test facing, gate hit reactions with blocking boolean, and trigger defend hit montages with visuals.
Implement a deflect timing mechanism with anim notifies and blueprints, set up INT_deflect timing and INT_GetBlock interfaces, and test block timing to trigger deflect actions when conditions are met.
Learn to implement deflect animations in Unreal Engine 5 by adding INT_SetPlayerDeflectAnim, triggering player deflect montages, updating posture and head bars, and managing AI stun states with parry montage.
Create and rename skill one montage in asset browser, add anim notifies, visuals, and sounds for a dodge-step attack; implement trainer logic and area attack with three trace lines.
Learn to add a danger sign that appears when the player can't block AI attacks, using a UI danger sign widget, visibility logic, a one-second timer, and a sound cue.
Add a trace check and three line traces for trainer attacks in BP trainer using a multi sphere trace, connect to the attack check, and configure damage and block logic.
Implement a thrust attack for AI in Unreal Engine 5 by creating animation montages, states, and notifies, integrating damage, deflect timing, and visual effects.
Implement the Mikiri counter for AI by adding a dodge counterattack in the BP player class, enabling Mikiri when facing the AI and coordinating montage, camera, and motion settings.
Implement consecutive deflection for the trainer AI by building a montage with two sequences. Add slow-motion notifies, deflection state, and attack timing, then set hp damage and player-facing rotation.
Implement jump mechanics in unreal engine 5 using bp player, input mappings, jump proxies for virtual joysticks, and an animation blueprint with jump, locomotion, and falling states.
Develop a jump counter AI in Unreal Engine 5 using a sweep attack montage with notifies and a collision trigger for BP trainer and BP player.
Develop trainer AI in free combat mode, integrating Mikiri counter, distance-based attack decisions, and posture recovery that decreases as health drops.
Implement virtual joystick controls by wiring pressed and released proxies for defend and jump using the validated player reference and dispatchers. Organize UI layout and update HP and posture bars.
Implement the menu start logic in Unreal Engine 5 using a trigger box and begin overlap to control ai attack; configure the menu level with gm_menu, bp_menu pawn, and pc_menu.
Set up the in-game menu UI in Unreal Engine 5 by creating a canvas-based menu, widget switcher, start button, training mode options, and a tap-to-start animation.
Package the project for milestone 3 test, fix the 2-second recover bug by checking alive status, configure mobile inputs and package settings, then build for Google Play.
Sign your Unreal Engine game for Google Play, generate an AAB bundle, and configure distribution signing in setup and build settings to publish on Google Play.
create a product page on google play store, prepare the store listing with icons, screenshots, and a promo video, then upload the aab and submit for review.
[All 54 lessons are uploaded with corrected captions!]
If you're interested in creating a 3D-action singleplayer game on mobile platform and publishing it in online store like google play store, this is the course for you!
Developing a 3D mobile game in unreal engine is a bit different from developing a game on PC platform. Since player's mobile specifications are quite different, mobile game developers do need to optimize lots of assets and logics including lighting, mesh polygons, textures, tick events etc, which all matter to final game performance. We will take them into consideration during this course.
Moreover, we will create your own sekiro-like basic combat mechanism from scratch by using unreal engine 5. We will not only create a game on mobile, but also publish it on google play store for more potential players who like your game!
Topics of this course will cover:
Android development environment
Virtual joysticks and UI for mobile
Animations system in unreal engine
Toggle Locking system
Rolling/Dodge system
Defence/Parry system
Execution and special camera transition system
HP and Posture value stats system
Attack combos
Knock back/Stun/Tyrant/Invincible states
Structured AI system with behavior tree
Customized attack patterns (Thrust, Mikiri, Dodge counter, etc.)
Signing *.aab file for GooglePlay Store
How to update new version of your game on googleplay store
If you have any questions, please search Q&A part in Udemy first, someone else might already solve problems similar to you. If there're no similar questions yet, ask question in details there and I will check questions regularly. Moreover, you can join my discord server to find more students who are enrolling in this courses!
Happy learning!
NOTICE: You need to pay extra fees to GooglePlay to get authorized developer identity to post a game uploading request. This fees vary according to the time and NOT relates with this course.