
Install Unreal Engine 5.5.4 for Android development with the Epic Games Launcher, sign in, choose the latest engine, and enable Android as the target platform.
Create a default third person project in Unreal Engine 5, set up project location, and learn initial setup steps, including shader compilation and future Android SDK and Java requirements.
Install Android Studio and Java JDK, configure the Android SDK and build tools, and point Unreal Engine 5.5.4 to these paths to export the game for Android.
Package and export the Android build by configuring input and touch, setting shipping build, selecting arm64 APK, and installing on a real device.
Explore Unreal Engine 5 blueprints, a visual scripting system for gameplay and logic. Cover blueprint class, level blueprint, blueprint function library, blueprint interface, animation blueprint, and widget blueprint.
Launch Unreal Engine 5, create a blank project named Operation Durjoy, set up a basic level, save as test map, and configure startup to open the test map.
Create a first person player character by building a first person character blueprint, importing the mesh, and aligning it with the capsule for correct movement and controls.
Create a player controller blueprint and fps game mode blueprint, then assign the first person character as pawn. Add a spring arm camera and set arm length to 250.
Master Unreal Engine's Enhanced Input to move a first-person character with forward/back and left/right using W/S and A/D. Create input actions, mapping context, and movement using forward and right vectors.
Add mouse input in a two-dimensional look mapping, split the value into X and Y, invert Y, and enable orient rotation to movement for smooth looking.
Add jump and sprint input by mapping spacebar to jump and left shift to sprint, and set max walking speed to 600 at start and 250 on completion.
Add virtual joystick and controller support by configuring project input settings for gamepad left and right thumbsticks, enable look input, and set mouse for touch to drive movement and camera.
Import idle, walk, and run animations into the animation folder, build an animation blueprint with a state machine and blend space, and drive transitions using velocity length and max speed 600.
Implement the falling animation in Unreal Engine 5 by adding an is_falling rule in the animation blueprint, connecting movement and capsule components to transition between idle and falling.
Import all downloaded assets, animations, SFX, VFX, and weapons into your Unreal Engine 5 project to set up NPC and first-person components.
Set up the first person character’s camera and rotation to move with the mouse, and attach a pistol mesh to a weapon socket. Add a red UI widget on screen.
Create an animation blueprint for the first-person character, using a 2D blend space for freehand actions and a speed axis with idle, walking, and running, plus a looping falling animation.
Create blueprint interfaces to enable communication between the first-person character blueprint and the animation blueprint by implementing an action interface and exposing speed and is falling as outputs.
Create a weapon data table in Unreal Engine 5 by defining a blueprint structure, adding rows for knife, pistol, rifle, grenade, RPG, and assigning skeleton meshes.
Create a pistol animation state machine in the animation blueprint, adding idol, unarm walk, and unarm run. Set velocity and vector length for movement transitions in the event graph, then compile.
Create a weapon actor and wire it to a data table to drive its mesh, damage, and maximum frequency, then control weapon type dynamically with an enum and interface.
Switch first-person character animations in Unreal Engine 5 by using a weapon type enum to switch animation layers via a blueprint interface and keyboard inputs.
Learn to implement pistol reloading, aiming, and shooting in unreal engine 5 for a tactical fps game, integrating inputs, flip flop, animation states, and transitions in the first‑person character.
Set up a knife animation state in Unreal Engine 5 using a blend space, defining idle, walk, and run animations, and switch to pistol or knife modes with keyboard input.
Configure a grenade animation state in Unreal Engine 5, building a legacy blend space, speed ranges, and transitions for grenade mode and throw in the third-person character.
Set up an SMG animation state machine with blend space, transitions, and aim, walk, run, reload, and shoot states for first-person gameplay in Unreal Engine 5.
Set up a shotgun state machine in Unreal Engine 5, duplicating shotgun and aim animations and configuring transitions with time remaining ratio and is aiming.
Set up the rifle pose with a state machine, defining equipped, aim, idle, walk, shoot, and reload animations, plus transitions and speeds.
Set up a sniper animation state machine in Unreal Engine 5, configuring idle and aim animations, reload, speed and time remaining ratio driven transitions for a tactical FPS game.
Build an Unreal Engine 5 RPG animation state machine for a tactical FPS, defining idle, walk, run, shoot, aim, reload, and falling states with transitions and speed controls.
Fix weapon display in freehand mode by correcting data table lookup and enum spacing; resolve blending and clipping issues via motion blur and near clipping adjustments in Unreal Engine 5.
Set up weapon animation logic in Unreal Engine 5 using a blueprint, any notify, enum, and interface to trigger shoot and reload animations on the weapon actor.
Create gunshot and reload animations in a modular data table for each weapon. Assign animations to pistol, rifle, SMG, shotgun, sniper, and RPG, and set the notify at the beginning.
Add muzzle flash sockets to weapon skeletons and assign the muzzle flash template, rotate 90 degrees, scale to 0.01, and trigger on shoot and reload via sequence and enum switch.
Create a blueprint-driven camera shake by configuring a legacy camera shake for pistol oscillation and triggering it from the pistol location.
Set default weapon to pistol in the first-person character; create cubes for each gun and add play sound actions and cues for pistol, smg, shotgun, rifle, sniper, and rpg reloads.
Create a dummy NPC with a damage counter by building an NPC character blueprint, wiring a damage event to a UI widget that displays hit points, including a pop-up animation.
Create a weapon damage system in Unreal Engine 5 that shoots with a pistol, performs a camera-based line trace, ignores self, and applies 35 damage to hit actors.
Spawn a bullet hole decal at the hit location using a defer decal material, set in world space, with rotation from the impact normal and randomized size.
Spawn bullet hole decals that adapt to surface types using physical materials and per-surface textures, detected by line traces, in Unreal Engine 5.
Add bullet impact sound at location for the first-person weapon in Unreal Engine 5, using surface-specific sounds (concrete, metal, wood) and a bullet hit audio with attenuation settings.
Spawn a hit particle at the hit location by configuring a spawn emitter at location, with location, rotation, and scale values; tune concrete and water VFX for size and rotation.
Remove decal spawn on the player by updating the blueprint and physics (human preset), and expose hit location, impact normal, and surface type to control decal and blood effects.
Set up a line trace function that uses weapon type to determine the bullet hit range, configuring default, smg, rifle, sniper, and shotgun ranges.
Adjust weapon type based damage in Unreal Engine 5 tactical fps game development by assigning specific damage values to pistol, SMG, shotgun, rifle, and sniper.
Design and implement an RPG shell in Unreal Engine 5 using a blueprint-driven weapon, projectile movement, gravity, and a falloff radial damage explosion with cleanup and audio-visual effects.
Design a grenade throw system for a first person character by spawning a grenade from the camera location, applying projectile and rotating movement, physics, and a delayed explosion.
Develop knife and punching damage systems for third person and first person characters using a sphere trace by channel from the camera, applying 35 damage and 120 for knife hits.
Add a random weapon recoil system across weapons, using random float in range to vary pitch, and assign it to SMG, rifle, sniper, shotgun, and pistol in the animation blueprint.
Learn to enforce forward-only running in a first-person shooter by using the movement x value, a trigger-based check, and a not-aiming condition to prevent running when aiming.
Adjust the first-person collision to prevent overlap with objects by increasing the capsule radius and tuning the spring arm. Add movement rules to restrict sideways motion and verify the fix.
Create a dynamic footstep system that uses a line trace to detect surface types and play corresponding sounds for concrete, metal, water, and wood.
Set up random damage rates for the SMG by assigning a random integer range, such as 27 to 35 or 30 to 35, and apply it to weapon damage.
Enable the player crouch system in Unreal Engine 5, map crouch to C, adjust max walk speed, and apply spring arm camera lag for a smooth crouch transition.
Create a weapon inventory UI in unreal engine 5 to switch weapons using the inventory. Show current ammo, max ammo, and weapon icons that update when the weapon changes.
Design and wire a bullet counter UI in unreal engine 5 for a tactical fps, tracking current and max ammo and subtracting ammo for each weapon type.
Design and implement a reload system that transfers ammo from inventory to the weapon mag, updates the ui, and triggers reload success notifications across blueprints and interfaces.
Optimize blueprint nodes by modularizing max sizes, wiring data tables for weapon categories, and updating the UI with min and max damage per weapon.
Develop and integrate an inventory system using an actor component, data tables, and ammo management, including add/subtract ammo, reload logic, and weapon name handling.
Implement and visualize inventory items in Unreal Engine 5 using blueprints, scroll boxes, and widgets, enabling tab-driven inventory display for weapons like pistol and SMG.
Demonstrates wiring the inventory UI in Unreal Engine 5 by binding ammo values, showing the current weapon, managing focus, and syncing inventory items with the equipped weapon.
Change the selected weapon by clicking an inventory item in Unreal Engine 5 tactical FPS game, using blueprints, data tables, enums, and UI inventory events.
Optimize gun system in Unreal Engine with mag ammo handling, subtract ammo, auto reload, and animation state transitions for shooting, aiming, and reloading.
Fixes grenade reloading by implementing a dedicated reload animation, adjusting ammo counts, data table values, and animation notifies, and ensuring smooth reload transitions in the weapon and grenade systems.
Fix RPG reloading and empty shell behavior by adjusting animation blueprint transitions based on time remaining ratio, ammo checks, and weapon type switches, including grenade handling.
Fixes reload input blocking for certain weapons and prevents unintended reloads. Aligns ammo in magazine with inventory during reloads and weapon switches, and updates reload animations.
Develop a sniper scoping system with a UI scope overlay and camera FOV transitions, while hiding the player during aim for a clean zoom in Unreal Engine 5.
Build and animate a sniper scope UI in Unreal Engine 5 by wiring a widget, aligning images, and looping a wiggle transform for dynamic aiming.
Modify the weapon switch logic to remove the sniper scope and hide the scope widget from the viewport, using an is aiming flag and a scope open/close function.
Configure dynamic weapon sensitivity in Unreal Engine by creating and duplicating sensitivity variables, applying aim sensitivity, and branching on aiming state and weapon type to tailor sniper and SMG sensitivities.
Block aiming for specific weapon types using a weapon-type switch, enabling aim on pistol, SMG, shotgun, rifle, sniper, and RPG, with a custom aim event.
Create a weapon pickup system by designing a pickup actor with a rotating weapon mesh, optimize lods by reducing triangles, and transfer the item to inventory via an interface.
Move the inventory component to the game mode blueprint to simplify UI communication and first‑person weapon data flow, and expose ammo and weapon name via a game mode interface.
Create a modular weapon spawn system using a pickup items enum to select and set each weapon's mesh. Trigger adding the chosen weapon and ammo to the inventory on overlap.
Implement a weapon and ammo inventory system that adds unique items on overlap, tracks ammo per weapon, and updates the UI when the selected weapon changes.
Demonstrates aligning weapons in the inventory based on data table rows by checking content items, looping data table rows, and arranging weapon order in the UI.
Create and manage a save game blueprint to persist inventory and ammo by saving to an inventory slot, loading on begin play, and updating the in-game inventory.
Master hiding empty items from the inventory UI by implementing conditional ammo checks (ammo in mag > 0) in Unreal Engine 5 for a tactical fps game.
Are you ready to create your very own Tactical FPS game like IGI or Counter-Strike, fully in Blueprints and ready for both PC and Android? In this step-by-step course, we will build a full game using Unreal Engine 5.5.4—from character setup to weapon mechanics, and from UI systems to Play Store publishing!
Whether you're a beginner or an intermediate Unreal Engine user, this course covers everything you need to know to build a polished tactical shooter experience and publish it to Itch io and the Google Play Store.
Course Content Overview:
Setup Unreal Engine 5.5.4 For Android Development
Intro to Blueprint Visual Scripting
Enhanced Input System
Basic Animation Blueprints
First Person Character Setup With Animations
Weapon Mechanics + Recoil + Bullet Hole Decals
Inventory & Pickup System
Tactical Level Design
Map & Minimap System
Game Objective & Quest System
Math Puzzle Mini-Game
Enemy AI – Army Character
Footstep System Based on Surface Type
Game Optimization Techniques
Graphic Settings UI Menu
Setup Input UI for Mobile Devices
Publishing Game on Itch io (PC)
Publishing Game on Play Console (Android)
Who This Course is For:
Aspiring game developers using Unreal Engine
Beginners looking to make their first FPS game
Indie devs who want to publish games for Android and PC
Students or hobbyists learning Blueprint scripting