
this course teaches building a multiplayer-ready first-person shooter in Unreal Engine 5 using free assets, weapon pickups, explosions, and enemies that chase you.
Set up a blank Unreal Engine 5.7.x C++ project for a first-person shooter, enable advanced Steam sessions, and configure online subsystem for Steam multiplayer.
Import blueprint content packs and free animations for your Unreal Engine 5 first person shooter. Manage licenses and assets in the library within your project.
Create a blueprint game instance, a unique per computer object that exists once from startup to enable saving and loading data across server and client.
Define and enforce the game's rules in the game mode, tracking enemies alive and dead and time remaining; every level uses a game mode, with online play server only.
Explore how the PCPlayerController exists on both client and server, captures inputs on the client, and passes movement commands to drive the player character.
Explore building a base character in Unreal Engine 5 using blueprints, differentiating actors, pawns, and characters, and create reusable sub-classes for varied player visuals and input-driven movement.
Create a game state base blueprint, spawned by the game mode and existing on both client and server to replicate a shared timer to all clients as gs_gameplay.
Configure the default game mode, base character pawn, player controller, and game state in project settings for your Unreal Engine 5 first-person shooter, then check world settings and compile.
Create and configure an input mapping context with move and look actions, converting WASD and mouse input into 2d vectors for a first-person shooter in Unreal Engine 5.
Leverage the enhanced input system in Unreal Engine 5 to drive movement and camera look for a first person shooter, mapping context, action events, and split x and y inputs.
Create a gameplay hud by building a user interface widget blueprint, center a marker on screen with a canvas panel, and attach and display it via the player controller.
Spawn and customize the player character from the sci-fi trooper man model, inspect pre-made variations, and set up a camera with pawn control rotation and a simple hud crosshair.
Build a responsive first-person HUD by anchoring a size box bottom-right, show knife and ammo counts, and add a health bar with color states for future code updates.
Create a blueprint interface in Unreal Engine 5 to log warnings and errors from the game instance, using an enum for levels and on-screen prints for debugging.
Update max health and current health on the base character and replicate them for the client and server. Expose a health percent to drive the HUD via a server-driven update.
Build a base health pickup in Unreal Engine 5 with a replicated pickup base, an enum of pickup types, server-side overlap checks, and a health amount to grant players.
Finish a health pickup in Unreal Engine 5 using a base pickup with a health amount interface, clamp to max health, sync updates in multiplayer, with rotation and green glow.
In Unreal Engine 5 first person shooter, this video adds a weapon pickup alongside the health pickup, builds a weapon base blueprint, and enables picking up, dropping, and switching weapons.
Learn to display a pickup prompt in the hud when a player walks over a weapon, update the prompt text through a client–server interface, and manage overlap logic.
Implement a weapon pickup in Unreal Engine 5 by wiring an interact input (E), validating a temporary pickup, and safely swapping weapons with proper order and server validation.
Display the held weapon name on the HUD in Unreal Engine 5 first person shooter by updating a weapon name event and synchronizing pickup and switch.
Add a fire input action mapped to left click, then run a server-fire event that uses the camera location and forward vector to perform a line trace.
Explore ammo management and damage in Unreal Engine 5's first person shooter by adding current mag, max mag, total ammo, firing logic, and damage application with instigator and causer.
Implement a reload mechanic in Unreal Engine 5, binding a reload input, checking current and max magazines, managing total ammo, and updating the current mag accordingly.
Learn to implement an in-game HUD ammo display by updating current mag and total ammo text, including client-server updates on fire, reload, and weapon swaps.
In unreal engine 5, build a bp shootable base and a map layout with weapons, health, and a shooting range, then implement replicated movement and a death rep notify.
Create a shootable cube with health 5, enable blocking for line traces, spawn a small Niagara explosion on death, and replicate destruction across server and clients.
Learn to create a shootable propane canister exploding into fracture pieces using a geometry collection and bp fracture base, with replicated spawning on death.
Learn to fracture a propane tank using a master field, expose magnitude inputs on spawn, and tune radial magnitude and delays for explosive pieces across clients.
Clean up fracture objects by deleting the original geometry and setting a five-second lifetime so pieces auto-delete across all clients, boosting performance and keeping the world tidy in multiplayer.
Create a player folder and retarget animations for the trooper, exporting them into animations. Build an animation blueprint with a locomotion state machine for idle and jogging, driven by velocity.
Create and refine trooper animation blueprint: loop idle, then transition to jogging and walking using a 2d blend space driven by speed, with an is dead trigger for death animations.
Attach a weapon to the hand by creating a weapon type enum (none, knife, handgun, rifle) and binding it to a hand socket for gameplay and animation updates.
Add rifle-specific animations for the player, including rifle idle, walk, and jog, and blend them in the animation blueprint based on the held weapon.
Create and integrate an animation offset for rifle aiming, using aim offset assets tied to the rifle ads, and drive pitch-based look up/down via a dedicated animation blueprint.
Hide the player body from the player's own view in Unreal Engine 5 first person shooter by disabling owner no see on the base character mesh.
Create a base enemy and drone system in Unreal Engine 5 by establishing patrol points, a patrolling drone, and ai navigation using nav mesh and ai move to.
Set up drone patrol in unreal engine 5 with patrol points, a triangle path, and random wander points, while slowing movement and smoothing rotation with a timeline and lerp rotator.
In Unreal Engine 5, the drone uses detect and lose player spheres to sense multiple players and chase on the server with patrol logic.
Create a drone attack mechanism where entering the attack sphere deals 25 damage to players, triggers a multiplayer explosion effect, and updates health on the server.
Set up the drone collision to block visibility, enable query hits, implement health with default 25 and a rep notify for is dead, then handle death and destroy the actor.
Pull the bellica drone mesh from Unreal Engine assets, import and place it, then configure patrol behavior, detection spheres, attack spheres, and chase speed to create a responsive enemy drone.
Greetings and welcome to the "Unreal Engine 5: First Person Shooter" course!
Throughout this program, we'll embark on the exciting journey of prototyping an FPS game entirely from scratch, utilizing the power of blueprints. Wondering why blueprints? Well, visual scripting is not only beginner-friendly but also provides a dynamic way to witness your code in action, sparing you from the daunting task of sifting through countless lines of text.
Our resource arsenal includes free assets generously provided by Epic Games, talented creators, and a myriad of other sources, catering to our needs for visually stunning VFX and immersive SFX. Brace yourself as we tweak and tailor some of these assets to seamlessly integrate them into our game.
As we wrap up this course, you'll have successfully crafted the prototype for your very own single-player FPS adventure. From sculpting the player character and designing weapons to incorporating pickups like ammo and health, we'll delve into the fundamentals of basic level design and populate our digital world with a variety of formidable foes. Prepare to explore different techniques and understand the appropriateness of each approach.
Without further ado, let's dive headfirst into the realm of game development!
Good luck and have fun with it.