
A quick overview of the course. What you’ll learn, how the project will take shape, and what to expect by the end.
Introduction to this section—laying the foundation for Unreal Engine and Blueprints so you can start building your first game.
Understand what a game engine does and why Unreal Engine is such a powerful tool for game development.
Step-by-step guide to installing Unreal Engine 5 and getting everything ready on your system
This course was created using Unreal Engine 5.4. If you choose to follow along with a newer version of Unreal Engine, you may encounter differences in asset importing, First Person setup, animation workflows, and Control Rig features.
To ensure the best learning experience and avoid unnecessary issues, I strongly recommend using Unreal Engine 5.4 while taking this course.
Learn your way around Unreal Engine—navigation, interface, object types, basic materials, lighting.
Bring assets into your project. We'll organize folders and import everything from weapons to UI icons.
Introduction to materials in Unreal Engine. Learn how to create and apply basic materials to your assets.
Build a flexible Master Material that you can reuse and tweak across your project for different effects.
Apply your materials to the guns, ammo boxes, and characters to bring your project to life visually.
Learn how to migrate content from other projects or asset packs and set up your game environment.
Understand the difference between visual scripting with Blueprints and traditional C++ coding in Unreal.
Design and prepare your first prototype level where you’ll test and build your gameplay.
Discover the difference between Level Blueprints and Class Blueprints, and how they control different parts of your game.
Learn how to trigger actions with Events and organize your logic using Functions inside Blueprints.
Understand how to store information in your game using variables, and explore the different types available.
Learn how to position, rotate, and scale objects in your game using different transform spaces.
Control the logic flow of your game using conditions, branches, loops, and other essential tools.
Use math and logic operations to power game mechanics like health systems, movement, or damage calculations.
Put your Blueprint knowledge into practice by creating a functional time bomb mechanic step by step.
Learn how different Blueprints talk to each other to make your game systems work together.
Set up player controls so you can move, interact, and trigger actions inside your game.
Create simple user interfaces like health bars, ammo counters, and interactive menus using Widget Blueprints.
Organize your project efficiently by creating reusable Blueprint classes for your game objects.
Quick introduction to this section
This course was created using Unreal Engine 5.4. If you choose to follow along with a newer version of Unreal Engine, you may encounter differences in asset importing, First Person setup, animation workflows, and Control Rig features.
To ensure the best learning experience and avoid unnecessary issues, I strongly recommend using Unreal Engine 5.4 while taking this course.
Understand the complete animation system in Unreal: Skeletal Meshes, Skeletons, Animation Sequences, Montages, Blend Spaces, Animation Blueprints, Control Rigs, and Sequencer — all explained simply.
Bring your custom first-person character into Unreal and prepare them for animations and gameplay
Introduction to Control Rig — a powerful tool to create character rigs.
Create or import idle animations for your AK47-wielding character, making them feel alive even when standing still.
Create or import idle animations for your AK47-wielding character, making them feel alive even when standing still.
Add the animation for equipping the AK47, making weapon switching smooth and believable.
Set up the firing animation for the AK47 so your character reacts properly when shooting.
Bring your AK47 reload animations to life, including both character and gun movements.
Import the USP (pistol) model and set up its skeletal mesh and Control Rig for animation control.
Create and apply idle animations for the character holding the USP pistol.
Add the equip animation for the USP, making weapon transitions feel natural.
Set up the firing animation for the USP, syncing character and weapon movement.
Create the reload animation for the USP pistol, covering both character and gun actions.
Bring in the AWP sniper rifle, set up its skeletal mesh and Control Rig for full animation control.
Apply or create idle animations for the character with the AWP sniper equipped.
Set up the equip animation for the AWP sniper rifle to ensure smooth transitions.
Create realistic firing animations for the AWP, syncing both character and weapon actions.
Bring your AWP reload animations to life, making the sniper gameplay feel polished.
Set up animations for melee combat with an axe — idle, equip, and attack movements included.
Animate your C4 explosives, from planting to detonation sequences, adding realism to your game.
Create and apply animations for using first aid kits, enhancing the survival gameplay experience.
Learn how to organize and trigger complex animations using Animation Montages — essential for actions like firing, reloading, or interacting with the world.
Combine learned elements to bring the game to life: weapon switching, firing and reloading mechanics, enemy ai, main menu, hud, wave-based mode, and win/lose conditions, then package for showcase.
Set up first person character in a prototype map, swap to survival skeletal mesh, attach the C4 gun to its socket, and configure default pawn to test animations.
Configure enhanced input keys for the first person character using Unreal Engine 5 blueprints. Map shoot to left mouse and aim to right mouse in the IMC default.
Explore enums in Unreal Engine 5 blueprints by creating a custom weapons enum, adding items like AK 47 and USP, and using it to track the equipped gun.
Build a weapon equip system in unreal engine 5 with blueprints, mapping keys to AK 47, USP, AWP, X, C4, first aid; swap meshes, attach to sockets, play equip animations.
Master building and applying an animation blueprint to control a first person character's animations. Use montages for transitions, blend poses by weapon, and enable blueprint communication between animation blueprints.
Boost idle weapon animations with a higher play rate in Unreal Engine 5 to simulate walking, using the is walking boolean in the animation blueprint and first-person character.
Organize the AK-47 shooting blueprint by collapsing nodes, then implement line-trace based fire, ammo management, and animations, sound, and particle effects; finally enable automatic fire via a timer and input handling.
Build an AK-47 firing and aiming system in Unreal Engine 5 with blueprints, covering ammo management, firing animation, audio, particles, and two-level zoom with aim safeguards.
Implement x attack by reusing pistol line trace logic, set a 3 m range (adjustable to 2.5 m), and manage attack montage using a do once and is firing boolean.
Demonstrates creating a c4 planting system: use a line trace to spawn bombs on impact, align to surfaces, and manage a five-bomb ammo limit with planting and equip animations.
Implement a first aid injection in Unreal Engine 5 blueprints by playing a montage, restoring health to 100, and limiting injections to three with do-once and branch checks.
Implement an AK-47 reload system in unreal engine blueprints, triggered by r, calculating needed ammo, updating mag and total ammo, playing reload animations, and blocking firing or switching during reload.
Organize the blueprint with comments for the shooting and reload systems. Adapt the USP reload from the AK-47 template, updating USB current mag ammo and USB total ammo.
Create a first-person weapon reload system for the OP, tracking current and total ammo, syncing reload animations, and preventing firing during reload across multiple guns.
Add and sync weapon sounds for equip, reload, and shoot in Unreal Engine 5 using blueprints, with pitch and volume tweaks for AK-47, pistol, and X.
Learn to import zombie enemies using Mixamo, import skeletal mesh, animations (idle, run, attack), set up textures and materials, organize assets, and prep for Unreal Engine 5 first-person enemies.
Set up a zombie enemy using a BP var zombie and animation blueprint to track, chase, and attack the player with AI move to, navmesh bound volume, and montages.
Implement zombie and first person character damage using line traces, montage timing, and any damage events; apply headshots with bone detection, a crosshair, and randomized pitch hit sounds.
Implement a zombie death mechanic in blueprints by checking health, triggering ragdoll physics, stopping movement, and destroying the actor after a delay, while refining capsule collision to ignore camera traces.
Implement impact VFX for bullets in Unreal Engine 5 using physical materials to spawn flesh blood on zombies and default hits on other surfaces, aligned to hit normals.
Duplicate the AK-47 setup to the USP, OP, X, and C4, wiring line traces and VFX for impacts, body shots, and headshots while applying radial damage for C4.
Attach a spawned C-4 bomb to a zombie by attaching the actor to the hit zombie component using the bone name socket, with keep world to lock placement.
Fix headshots by recreating physics assets for zombies in Unreal Engine 5, adjusting bone size and assigning new assets to the zombies to improve headshot accuracy and prevent hand twisting.
Connect UI elements in Unreal Engine 5 to the first person character to show health, timer, current wave, and ammo, organize the widget hierarchy, and bind values using blueprints and an enum-driven weapon system.
Set up a centered crosshair in the main HUD and switch between normal and sniper crosshairs based on the held weapon and aiming state using blueprints.
Create a wave-based zombie game mode in Unreal Engine 5 using blueprints to spawn zombies from a class at random locations and track current wave, kills, and remaining zombies.
Master Unreal Engine 5 blueprints to implement a health and death system, with clamped damage, a death sequence, a damage HUD, and a low health animation.
Create a death screen UI in Unreal Engine 5 using a widget blueprint, displaying current wave and total kills, with retry and quit buttons that open level by name.
Debug and optimize a first-person zombie wave by adjusting line traces. Cast to the survival first-person character to ensure damage hits only the player and gate VFX on hits.
Set up the factory level by placing the player start, defining zombie spawn points, and adding crates and pickups while tuning the recast navmesh bounds for AI navigation.
Fix the blood vfx by tweaking the four emitters in the vfx pack, refining color over life and distribution, and keep smoke and dirt for a subtle, beautiful result.
Create a flashlight for a first-person character in Unreal Engine 5 using blueprints, toggle spotlight with the T key, adjust cone and placement, and add a click sound.
Create explosive gas tank blueprint that detonates on damage, spawning an explosion emitter with sound at location, applying radial damage and a radial impulse to nearby zombies and objects.
Improve pathfinding by debugging and refining zombie navigation with nav modifier volumes and adjusted collisions. Tweak enemy waves, health, damage, and weapon stats to calibrate game difficulty.
Debug the C4 planting in a first-person blueprint game by fixing a subtraction bug that triggers after a line trace hit, and reset is firing to allow switching and planting.
Learn to finalize a first-person game by refining main menu sounds with onClicked delays, add an escape-to-quit input, test in standalone, and package the Windows build.
Play through nine waves of zombies in Unreal Engine 5, wielding the AK and C4, using capsules, and managing ammo and health while spotting navmesh pathing bugs and optimizing tactics.
Apply Unreal Engine five basics, blueprints, and the animation framework to assemble a fully playable game from your ideas, and push your creativity further.
Do you want to make your first fully functioning game but feel overwhelmed by coding? Well, don’t worry — this course is designed exactly for you!
In this hands-on, beginner-friendly course, you'll learn how to create a complete First Person Shooter (FPS) game using Unreal Engine 5 and Blueprints — Unreal’s powerful visual scripting system that lets you build games without writing a single line of code .
You’ll create a zombie survival game where enemies chase you and attack in waves, testing your skills as you fight to survive. The game will feature 7 switchable weapons, each with its own purpose and personality:
AK-47 — the iconic assault rifle, reliable, fast, and perfect for mowing down enemies at medium range.
USP Pistol — a sleek, semi-automatic sidearm for when you need quick backup and precise shots.
AWP Sniper Rifle — slow but deadly, perfect for picking off zombies from a distance with one powerful shot.
Axe — when the ammo runs out, nothing beats the raw satisfaction of getting up close with a heavy melee weapon.
C4 Explosive — plant it, step back, and enjoy the chaos as you blow up groups of enemies.
First Aid Kit — your lifeline in the heat of battle, quickly restoring health when things get rough.
Flashlight — not every good thing is in plain sight; light up dark areas and uncover valuable assets.
Each weapon comes with its own custom-made animations for shooting, reloading, and equipping — all of which we’ll create together inside Unreal Engine 5. We’ll also add ammo pickups, win and lose conditions, impact visual effects, and ragdoll effects to bring the world to life .
This course is organized into three structured sections, designed to take you from complete beginner to building your own playable game step by step:
Section 1: Unreal Engine & Blueprint Basics
We’ll start with the foundations. You’ll learn how to navigate Unreal Engine 5, understand the basics of Blueprints, and create your first simple game functionalities without writing any code. We’ll also import all the assets we need for our project, so everything is ready for development.
Section 2: Unreal Engine Animation Framework
In this section, you’ll dive into Unreal’s animation system. You’ll learn how animation assets work, and more importantly, we’ll create the animations we need for our game ourselves. That includes equip, fire, and reload animations for each weapon, so you won’t depend on any external animation packs — everything will be built from scratch.
Section 3: Putting It All Together
This is where it gets exciting! We’ll combine everything we’ve built and bring the game to life. You’ll learn how to set up weapon switching, shooting and reloading mechanics, enemy AI, the game HUD, and a wave-based game mode. We’ll also implement win and lose conditions, and finally, package the project, so you have a complete, polished game ready to play or showcase.
This course was created using Unreal Engine 5.4. If you choose to follow along with a newer version of Unreal Engine, you may encounter differences in asset importing, First Person setup, animation workflows, and Control Rig features.
To ensure the best learning experience and avoid unnecessary issues, I strongly recommend using Unreal Engine 5.4 while taking this course.