
Learn the fundamentals of Unreal Engine 5 through projects, actors, components, animation, and blueprints to build a platformer with double jumps. Create menus and export your game for others.
Download Unreal Engine 5 using the Epic Games Launcher, install it, and launch it from the launcher or your desktop to start creating your first game.
Open Unreal Engine 5 to access the project browser, choose the third person game template, and set desktop target, maximum quality, and starter content before creating.
Explore Unreal Engine 5 with the third person template, run a demo game, move with wsad or arrows, detach to select actors, and adjust transform.
Define levels as containers for environments, objects, and actors (maps in Unreal Engine) and learn to create and manage multiple levels with transitions, including open world, empty, and basic levels.
Explore assets as building blocks in Unreal Engine, including materials, blueprints, sounds, and imported 3D models. Learn to manage starter content, apply materials to shapes, and organize assets with prefixes.
Place and transform actors in a level, comparing static and skeletal meshes and their deformations. Use lighting, audio, and particles to test gameplay.
Explore collision in Unreal Engine 5 by adding capsule, sphere, and box collisions to static meshes, enabling physics simulation, and understanding collision presets such as overlap and block.
Components attach to actors and are instanced, giving each actor its own components, including light components like point light and audio components with a sound wave and cue; blueprints follow.
Learn how Unreal Engine 5 uses blueprint as a complete gameplay scripting system, exploring the event graph, construction script, and variables to drive runtime gameplay without coding.
Learn the fundamentals of Unreal Engine 5 blueprints by exploring events, begin play, and how to set and display health using print string and integer-to-string conversion.
Create a new actor blueprint with a sphere and collision trigger to destroy or change its material, then build a door blueprint with flip-flop open/close on the E key.
Learn to create a smooth door opening animation in Unreal Engine 5 using a timeline and float track, with keyframes, a rotator on the z axis, and a rotator workflow.
Explore how to select a character and download idle, walk, in place, run, and fall animations with or without skin for Unreal Engine 5.
Import animations and assets via the content browser into a new my character folder, ensure the skeleton is none, then input all and save; organize textures and animations into folders.
Create an animation blueprint to manage character animations in Unreal Engine 5, blending idle, walking, and running using velocity length and in air checks with is valid and is falling.
Blend idle, walk, and run animations in Unreal Engine 5 using a speed axis. Explore aim offset and 1D blend space variants, adjust axis min/max, and preview the results.
Connect the blend space to the speed variable in the event graph, and set transitions using the air boolean and its negation for idle and jump, then compile and save.
Change the mannequin to your character by selecting the character mesh and animation class AB character, then compile, save, and run to see idle, walk, run, and basic jump animations.
Explore the jump structure by inspecting the mannequin animation, identifying three parts: start, falling, and landing, and understand how to download and apply a new jump animation.
Explore downloading without skin and trimming jump, falling idle, and landing animations from the mannequin in Unreal Engine 5, then divide jumps into start, loop, and end for realistic gameplay.
Create a jump folder, drag and drop animations, choose character skeleton, and save; update animation blueprint’s state machine to jumping up, falling, idle, landing using air boolean and speed float.
Learn to sequence character animations in Unreal Engine 5, from jump up to fall, landing, and idle, using time remaining and ratio to control transitions and avoid looping mishaps.
Test the Unreal Engine 5 for beginners course by reviewing idle, walk, run, and jump animations, fix landing timing by adjusting play rate and trimming frames in the content drawer.
Learn how to trigger a dance animation in Unreal Engine 5 by pressing a key, using blueprints and an animation montage with a default slot.
Download a free coin model from turbo squid or sketchfab, choose a preferred coin, and import the FBX (or OBJ) into unreal engine to use as a collectible.
Create a new level, place a player start, and adjust the starting capsule so it sits above the ground to prevent falling, then run the scene to verify proper startup.
Create a coin blueprint actor in Unreal Engine 5 using a cylinder, add a rotating movement, tweak rotation and update only when rendered, and save it under coins in maps.
Learn to implement coin collection by detecting character contact via collision, tallying score, and making coins disappear, using sphere or capsule collisions and copy-paste to populate the level.
Create a collectables blueprint in Unreal Engine 5 that uses begin overlap, casts to BP, increments an integer coin counter with plus plus, and destroys the coin actor after collection.
Apply the coin's new material in Unreal Engine 5, preserving its static mesh, then rotate 90 degrees, compile, and play to reveal pirate coin visuals.
Create a coin score UI in Unreal Engine 5 for beginners, using a widget blueprint with a canvas and text fields, initialized on begin play to show the coin count.
Bind widget properties to functions or variables to reflect changes in the UI. Cast to the character, retrieve the coins variable, convert it to text, and destroy coins after collection.
Download a platform model from Sketchfab, verify licensing and attribution, then import it into your Unreal Engine project and add it to a level (reuse coins level or create new).
Import a round platform and assets into Unreal Engine 5, including static mesh, texture, normal map, and material, then prototype with shapes, scaling, and placement to test spacing and playability.
Learn to create a moving platform in Unreal Engine 5 using a timeline vector track on the z axis to move up and down.
Enable double jump for the main character by editing the character blueprint and setting jump max count to two, then test with spacebar to perform two jumps.
Learn how to gate double jump behind an in-game banner, enabling it only after the player meets the banner, using Unreal Engine 5 blueprints for the logic.
Choose a 3d model from Sketchfab or any source, download as obj or fbx, and import into Unreal Engine for your first game.
Create an Unreal Engine 5 blueprint actor for double jump, add a banner static mesh with a material using a normal map and roughness, and include a collision box.
Learn to implement a double jump in Unreal Engine 5 by using an event graph, casting the overlapping actor, and setting the character's jump max count to two.
Learn to implement win and lose outcomes in Unreal Engine 5 by using a trigger box that restarts the level on overlap, configured in the level blueprint.
Create win logic by using a trigger box that the player must overlap to win, then prototype with coins and blueprint logic to handle the win condition.
Create a you win sign widget in a user widget blueprint, and add two buttons to play again or quit via the win lose trigger box in the level blueprint.
Create two widget buttons, play again and quit, wire their clicked events to restart levels or quit, and manage input mode and mouse visibility for ui interaction.
Create a game menu using Unreal Engine widgets by assembling a canvas with a vertical box and two buttons, start and quit, and adjusting padding, margins, anchors, and text styling.
Assign click behaviors to two buttons in the widget graph: open the win-lose level on the first button's click and quit the game on the second, then save and compile.
Add an empty level to create a menu, then set a game mode base blueprint in world settings to ensure play shows no coins or character.
Add the saved menu widget to the level via begin play in the menu level blueprint and display it in the viewport, enabling Start button interaction.
Enable menu mouse cursor with player controller, show cursor, and use user interface only input mode; switch to game only input mode and hide the cursor when the game starts.
Add a background image to the menu by importing a picture, applying paper 2D texture settings, and anchoring it to fill the screen, then position the buttons above.
Explore how to source environment assets for your Unreal Engine 5 game, using the Marketplace's permanently free collections and sites like Turbosquid, Sketchfab, and Asian village packages.
Unreal Engine project assets—blueprints, maps, textures, and meshes—get you started to build a basic level with landscape, coins, bushes, and decorations, then test with a moving platform and trigger box.
Finish the course and begin your own adventurous path with Unreal Engine, and feel more confident as you create your game.
So you want to learn Unreal Engine 5...
Welcome to this course, where you step-by-step will be learning a lot! From basic things such as projects, actors, components to animation and blueprints.
I hate when people just show a script and say - that’s how you do it. That’s why in this course, my goal is to explain how everything works so that you can use the elements you learned in different cases, modifying blueprints that you already know.
By the end of this course, you’ll be able to create your own platformer game, which can include:
character animation,
double jumps,
collectables (coins),
jumping and moving platforms,
triggers - and much more!
You’ll be able to program a menu for your game, using UI Widgets, and find free assets for your project. Moreover, you'll be able to export the game so that other people can play it.
Yes, this course is perfect for beginner game developers, but even if you want to use Unreal Engine for other things, you’ll find a lot of useful information here, like working with light, collisions and creating blueprints.
More than 5 hours of practical and not boring content - is ready for you to watch! So let’s dive in.