
Victor introduces Unreal Engine 5 blueprints by downloading a Revenant character and setting up its animation logic, culminating in a portals project that enables teleportation.
Create a new Unreal Engine 5 blueprint project in the Epic Games launcher with starter content. Set up a basic level and organize folders for maps, assets, and blueprints.
Add assets from the asset store and migrate a ball blueprint from a template project to your Unreal Engine 5 project, organizing them into an assets folder.
Drag and drop the rolling ball assets from the downloaded zip into your project's content/assets folder to import them, or migrate assets from a template project ( Unreal 4.27 ).
Map input actions in Unreal Engine 5 with axis mappings for forward/back and right/left, plus a jump action; configure BP ball game mode and test movement.
Learn camera controls for a ball in Unreal Engine 5 using blueprints: rotate with the right mouse button, read mouse x and y, and adjust spring arm with relative rotation.
Reset the camera to the default view by adding an action binding named reset camera bound to the R key to set the spring arm’s world rotation to -45.
Create and connect portal blueprints in Unreal Engine 5 to teleport a ball between portals using a portal mesh, a spawn location arrow, and collision detection.
Finish the portal by fixing the infinite loop with a box collision and ensuring portals are connected and oriented correctly. Test in play to confirm teleportation works as intended.
Create a jump portal in Unreal Engine 5 using blueprints. Expose a jump power parameter per portal instance and trigger jumps on hit events.
Finish the jumping portal by replacing mesh collision with a box collision to trigger jumps only when standing in the portal's center, using on component hit and custom collision settings.
Create a player HUD in Unreal Engine 5 using blueprints, with a widget showing retries and score anchored at the top left, added to the viewport.
Update the HUD in Unreal Engine 5 by adding blueprint events to increment and decrement retries, update the score, and refresh HUD text in real time.
Build a star pickup blueprint in Unreal Engine 5 that awards points via the HUD when overlapped by the ball, and prototype a bomb pickup using a radial impulse.
Finish the bomb blueprint by adding a radial impulse explosion, spawn emitter at location, play an explosion cue, and destroy the bomb, then expose radius and strength as adjustable variables.
Learn to add a spark effect to a bomb in Unreal Engine 5 using Cascade particle system, disable simulate physics, and adjust spark scale for a realistic explosion when touched.
Create a game instance in Unreal Engine 5 to persist the score across levels, using a level complete actor and add score function and update the HUD.
Implement a three-retry respawn: add a retries variable and remove retry in the ball game instance, then spawn a BP_respawn actor to update hud and respawn at the player start.
Create a virtual camera in Unreal Engine 5 and render what it sees to a render target texture. Use this image in the HUD to show the ball count.
Create a main menu in Unreal Engine 5 by building a dedicated main menu level, a user interface widget, and a level blueprint to load level one or quit.
Build level 1 by placing portals, stars, bombs, a fall down detector, and a level complete actor, then connect portals as a one-way path and test in play.
Improve the ball respawn in Unreal Engine 5 by spawning a new ball, destroying the old one, and possessing it with the player controller.
Create a blueprint project in Unreal Engine 5, organize maps, and import Paragon Revenant assets to build animation blueprints and blend spaces.
Build an animation blueprint for the Revenant from scratch, with an idle and move state machine driven by velocity, and set a default pawn in a game mode.
Master Unreal Engine 5 blueprints to set up character input via input mapping context and a move 2D action, binding W A S D and using forward and right vectors.
Add mouse look input in Unreal Engine 5 blueprints by creating a 2d axis input, wiring yaw and pitch rotations, using the controller and spring arm, and implementing jump action.
Build a two-dimensional blend space for character movement using speed and direction to smoothly blend idle, jog, and run animations across all directions.
Create two dimensional aim offsets for the revenant character using an aim offset asset, configuring yaw and pitch axes and applying additive animations to the idle base pose.
Create and test an animation montage from scratch, override running animations with a montage, and add sounds, sections, slots, and layered per-bone blending.
Learn to create additive aim offsets in Unreal Engine 5 using the Animation Starter Pack, by defining a base pose and adding single-frame offsets.
Set up your Unreal Engine 5 project with the first person blueprint template, organize folders for blueprints and assets, import a portals image, and explore Niagara-based portal effects for teleportation.
Explore the difference between world location and relative location in Unreal Engine 5 blueprints, and learn how parent and child components use world space and local space to position actors.
Create a portals actor blueprint in unreal engine 5, add two scene components, a box collision and a 2d capture component, and prepare the portal material and render target texture.
Create portal materials and render target textures in Unreal Engine 5, using a scene capture component to paint live views onto textures and apply them to the portal material.
Implement a base portal material with render target textures and texture samplers to enable color variation via material instances and emissive strength adjustments.
Create a second portal material by making a material instance, assign its own render target texture, and tweak emissive strength and color to differentiate the portals, then preview in play.
Adjust emission and emissive strength to clearly reveal the portal’s mirror view, first for the red portal and then applied to the blue portal’s main material.
Create and hook an update cameras blueprint function to the tick event, align P1 and P2 capture components to their reflections, and implement look at rotation for realistic portal mirroring.
Map the field of view to the distance from the player to portals to dynamically adapt portal images using relative location, vector length, inverse tangents, and clamped degrees.
Implement overlap events for portals, track an exit collider to distinguish entering from exiting, and enable a portal jump interface to teleport the player with correct location and rotation.
Improve portal logic by sourcing world rotation from the collision object to fix exit orientation, remove unnecessary mirroring updates, and test shooting and spawning portals with future Niagara integration.
Learn to spawn blue and red portals in Unreal Engine 5 using blueprints, a camera line trace, and left or right mouse input to place blue or red portals.
Create a portal using the Niagara system and fountain template, set the emitter life cycle to the system, shape as torus, and apply curl noise and color curves.
Spawn a BP portal when no portal exists in Unreal Engine 5 blueprints, ignore collisions, and wire the new portal into the weapon component for testing.
Summarize three Unreal Engine 5 blueprint projects—two beginner friendly and one intermediate—and invite learners to rate and provide feedback, noting multiplayer courses.
In this Unreal Engine 5 course, you'll learn Blueprints by making three different projects.
Two of the projects are at a beginner level while the third one is a bit more intermediate level.
In the first project, called Ball Roll, we'll create a fun ball-rolling game. You gain points by pickups and must make sure to reach the goal to complete the level.
In the second project, Revenant Character, we will download a character from the market place, animate him and test the character in our project. You will learn how to setup a basic Animation Blueprint and configure the different animations for your character.
For the third project, Portals, we'll create a portal system, allowing the player to spawn portals and teleport through them, similar to the game portals.
Ball Roll: Beginner Level
In this project, we'll create a fun "ball-rolling" game. You will learn about actors, asset migration, blueprints, game modes and much more. We'll finally also build a fun testing level.
- Learn about Game Modes
- Create a simple points system
- Learn about how to use the HUD & Widgets
- Learn to migrate assets from one project to another
- Learn about the Camera & Controls
- Create fun levels using actors we'll create, such as "Jump Pad" and "Portal".
- Learn to use assets we will import from the market place for building up our levels.
- Build fun level, and use this as a basic project to build the rest for yourself if needed.
Revenant Character: Beginner Level
In this project, we'll download the Revenant character from the market place.
We will then create animations for him and test it in our level.
You will learn about:
- Montages
- Blend Spaces
- Animation Blueprints
- Aim Offsets
- Event Graph vs Animation Blueprint
Portals: Intermediate Level
In this project, we will create a Portal system to spawn portals which you can go through and pop out from the other side.
- Learn about how to create a portal system
- Learn about materials and material instances
- Create a portal actor which will be spawned in the level
- Learn to use an existing template (FPS) and change it to help us quickly prototype our game.
- Learn to create portal effects using Niagara.