Udemy
    •  
    •  
    •  
    •  
    •  
    •  
    •  
    •  
Turn what you know into an opportunity and reach millions around the world.
Learn More
Your cart is empty.
Keep shopping
Unreal Engine 5: Intermediate Course
Rating: 4.7 out of 5(674 ratings)
7,076 students
Created byDavid Nixon
Last updated 6/2025
English

What you'll learn

  • Intermediate Unreal Engine 5 concepts used to develop games
  • Detailed understanding of Materials and Textures within Unreal Engine to make your graphics pop
  • How to create beautiful landscapes and giant open worlds for your games while still achieving high frame rates
  • How skeletal meshes work and how to import, edit, assign, control and blend animations
  • Intermediate blueprint concepts such as arrays, data tables, spawning, debugging, event dispatchers, and blueprint interfaces

Course content

4 sections101 lectures18h 51m total length
  • Materials Overview10:25

    Introduction to the Intermediate course and to the Material system. How to create new Materials and overview of the Material Editor. Learn about the Material Inputs node, Constant nodes such as Constant2Vector, and keyboard shortcuts for the Material Editor.

  • Textures15:55

    Learn the precise definition of a Texture in Unreal Engine and how to use them. Covers the Texture Sample node, Texture property, Sampler Source property, supported Texture resolutions and file types.

  • Material Inputs7:12

    Learn about the most commonly used Material Inputs, including Base Color, Metallic, and Roughness. Learn what the difference is between Roughness and Specular.  How to use the Emissive Color input with overdriven values to create a glowing effect. Also covers the Multiply node and the Ambient Occlusion input.

  • Normal Maps9:09

    Learn the definition of normal vectors and normal maps and how to use them with the Normal Input of an Unreal Engine Material to add subtle details to Materials in a high-performance way. Learn why normal maps contain so much light purple in them.

  • Anisotropy and Tangent Inputs6:47

    Explains the difference between isotropic and anisotropic materials in chemistry and physics and how that relates to the Anisotropy input in Unreal Engine. Also covers the Tangent input which works in tandem with the Anisotropy input. Explains what is meant by tangent-space normal maps vs object-space normal maps.

  • Material Editor Toolbar7:55

    Covers the various buttons and menus of the Material Editor Toolbar, including the Apply, Home, Hierarchy, Live Update, Clean Graph, Preview State, Hide Unrelated, Stats, and Platform Stats buttons. Also covers the Preview Material, All Node Previews, Realtime Nodes, Clean Up, Hide Unused Connectors, Lock Node State, and Focus Whole Chain settings.

  • Blend Modes12:58

    Learn the difference between the various settings of the Blend Mode property - Opaque, Masked, Translucent, Additive, and Modulate. Understand the Opacity and Opacity Mask inputs. Create a chain link fence Material using an Opacity Mask. Also covers the Two Sided, Screen Space Reflections, and Lighting Mode properties and how lit translucency is very computationally expensive.

  • Material Instances13:31

    Learn how Material Instances allow you to create multiple variations of a parent Material in an efficient manner. Understand Parameter nodes and how parameterize a Material. Learn the difference between scalar parameters and vector parameters. Also covers the TextureSampleParameter2D node, the Save Sibling and Save Child buttons, and the Material Property Overrides property.

  • Dynamic Material Instances12:13

    Demonstrates the use of Dynamic Material Instances by creating a Material that gets darker every time it is hit by a projectile. Covers the Create Dynamic Material Instance, Set Scalar Parameter Value, and Set Vector Parameter Value nodes.

  • Shading Models Part 17:45

    Explains the various settings of the Shading Model property including Default Lit, Unlit, Subsurface, Preintegrated Skin, Subsurface Profile, and Two Sided Foliage. Also cover the Subsurface Color input and the Mean Free Path Distance and Mean Free Path Color properties.

  • Shading Models Part 211:11

    Covers the remaining Shading Models, including Clear Coat, Hair, Cloth, Eye, Thin Translucent, and From Material Expression. Explains the difference between the Clear Coat and Clear Coat Roughness inputs. Explains the Scatter, Backlit, Fuzz Color, Cloth, Iris Mask, Iris Distance, TransmittanceColor, and Custom Data inputs. Also covers the Clear Coat Enable Second Normal property and the ClearCoatBottomNormal and ThinTranslucentMaterialOutput nodes.

  • Water Materials14:08

    Covers the use of the SingleLayerWater Shading Model which is used to create Materials that look like the surface of water. Learn about the SingleLayerWaterMaterialOutput node and its ScatteringCoefficients, AbsorptionCoefficients, PhaseG, and Color Scale Behind Water inputs. Learn about the Refraction input, including the Refraction Method and Reflection Depth Bias properties, and the difference between the Index of Refraction, Pixel Normal Offset, and 2D Offset properties.

  • Math Expressions15:20

    Covers many of the Math Expression nodes available, including the more common Add, Subtract, Multiply, Divide, Power, SquareRoot, Round, Floor, Ceiling, Truncate, Fraction, and Absolute nodes. Also covers some of the more advanced Math Expression nodes, including the FMod, Sign, Clamp, Saturate, OneMinus, ComponentMask, AppendVector, InverseLerp, SmoothStep, Logarithm10, Logarithm2, CrossProduct, DotProduct, and Normalize nodes.

  • Input Data Expressions8:56

    Covers many of the Input Data Expression nodes available, including the ActorPositionWS, CameraPositionWS, CameraVectorWS, WorldPosition, PixelDepth, PixelNormalWS, ObjectBounds, ObjectRadius, ObjectOrientation, and ObjectPositionWS nodes

  • Material Functions16:30

    How to use Material Functions to make reusable Material networks and make your graphs more readable. Learn about the FunctionInput, FunctionOutput, TextureObject, and StaticSwitch nodes. Also covers the Preview Value and Expose to Library properties and the Preview pin.

  • Built-In Material Functions11:34

    Covers several of the Material Functions in the Blend and Image Adjustment categories of that Palette, including Blend_ColorBurn, Blend_ColorDodge, Blend_Darken, Blend_Lighten, 3ColorBlend, CheapContrast, CheapContrast_RGB, SCurve, and HueShift. Covers the difference between the Base and Blend pins and how to use the Hue Shift Percentage pin. Also explains the Show Engine Content setting.

  • Texture Masking12:44

    Achieve texture masking using Lerp or Multiply nodes along with a grayscale texture. Allows you to divide Materials into different sections which can have different Material input values. Also covers the Start Previewing Node option.

  • Material Layers14:24

    How to combine multiple Materials into one using Material Layers. Learn about the old method using Functions and about the new method which uses a dedicated Material Layer asset. Learn the difference between the GetMaterialAttributes, SetMaterialAttributes, MakeMaterialAttributes,  and Input Material Attributes nodes. Also covers the MaterialAttributes pin and Attribute Set Types property.

  • Material Layer Blends5:43

    Learn about the Material Layer Blend asset and how its Top Layer and Bottom Layer pins work.

  • UV Mapping14:46

    Learn about the concept of UV mapping, which is the method used to determine how two-dimensional texture maps get applied to three-dimensional objects. Also covers UV coordinates, UV channels, the Texture Coordinate node, and the Coordinate Index property.

  • Texture Coordinate Node10:46

    Goes into detail about the Texture Coordinate node which was introduced at the end of the previous lecture. The Texture Coordinate node allows you to modify the UV map that a texture uses. Explains the UTiling, VTiling, Un Mirror U, Un Mirror V, Num Customized UVs, and Const Coordinate properties. Also explains the Customized UVs inputs including the Customized UV0 input.



  • Gradient Functions14:43

    How to create gradient textures directly within the Material Editor using the LinearGradient, DiamondGradient, and RadialGradientExponential nodes. Also covers the UGradient, VGradient, UV Channel, Falloff, CenterPosition, Invert Radius, and Density pins.

  • Time Node9:51

    Shows how the Time Node can be used to create some simple animation effects in your Materials. Explains the Ignore Pause and Period properties. Also covers the Sine, Cosine, and Tangent nodes, the Arcsine, Arccosine, and Arctangent nodes, and the ArcsineFast, ArccosineFast, and ArctangentFast nodes.

  • Rotator and Panner Nodes10:25

    How to rotate and pan Materials using the Rotator and Panner nodes. How the Speed, Center X, Center Y, Speed X, Speed Y, and Fractional Part properties work.

  • Bump Maps5:48

    How to use bump maps, also known as height maps, to give the illusion of depth to different parts of a Material. Explains the BumpOffset node and its Height and HeightRatioInput pins and its Reference Plane property.

  • World Position Offset10:01

    Learn about the World Position Offset input which affects the vertices of the mesh that the Material gets applied to. Also learn about the SimpleGrassWind and VertexNormalWS nodes.

  • Pixel Depth Offset8:26

    This lecture will cover the use of the Pixel Depth Offset input, which will cause the pixels of a Material to be drawn at a further distance away from the camera.

  • Decals17:01

    Covers Decals which can be used to add additional details to surfaces such as cracks, dirt, blood, bullet holes, graffiti, and so on. Or to create thin, flat objects such as posters and paintings and building details such as fake windows and doors. Learn the difference between a Decal Actor and a Decal Material and what the purple arrow of the Decal Actor means. Learn about the Receives Decals property, the Decal Lifetime Opacity node, and the Deferred Decal value of the Material Domain property. Covers how to use decal fades including the Fade Duration, Fade Start Delay, Destroy Owner After Fade, and Fade Screen Size properties.

Requirements

  • Basic understanding of Unreal Engine concepts such as Projects, Levels, Actors, Meshes, and Collisions
  • How to navigate within the Level Editor
  • Some familiarity with using Blueprints within Unreal Engine

Description

Learn how to make video games with Unreal Engine 5. If you’ve already learned the basics of Unreal Engine and are eager to learn more, this is the course for you. For monetary reasons, almost all courses are beginner’s courses. This course is for those who have been desperately seeking something more advanced on Unreal Engine. Continue your journey towards being a professional video game developer with Unreal Engine 5: Intermediate Course.


Learn How to Make Video Games with this Unreal Engine 5 Course for Intermediate Game Developers

Continue your game dev studies with one of the most up-to-date Unreal Engine courses available. This course is regularly updated so that it will always cover one of the most recent versions of Unreal Engine 5.

I also spent a great deal of time before the course was first published to plan out all the lessons so that:

  1. nothing is covered without the prerequisite knowledge needed being covered first

  2. lectures and sections are self-contained without jumping from topic to topic

In other words, I strived to structure the course in the “ideal” order, in order to reduce confusion to a minimum. At this point in your studies, you should understand how difficult it is to achieve goals 1 and 2 at the same time, as so many various topics are closely interrelated, so I’m very proud of what I was able to accomplish with this course.


Learn How to Be a Professional Video Game Developer Using Unreal Engine

This course was designed for those who are looking for a professional path of study for Unreal Engine 5. This might not line up with your goals. If you’re just looking to play around a bit, then you may not like the attention to detail. But if you’re interested in getting as good as possible, I’ve designed this course to give you what the others won’t.

This course covers the details that other courses skip, which causes confusion when trying to learn more advanced topics. By the end you should have a thorough understanding of intermediate concepts of Unreal Engine and be fully prepared to move on to more advanced topics.


Intermediate-Level Game Design Concepts

If you are familiar with, at a basic level, concepts such as Projects, Levels, Actors, Meshes, Collisions, and Blueprints, then you are fully prepared to take this course.

The course will cover the following topics in thorough detail:

  • Materials & Textures

  • Landscapes & Open Worlds

  • Skeletal Meshes & Animations

  • Intermediate Blueprints

Materials and Textures - How to make snazzy, professional-looking materials for your meshes. Includes topics such as material inputs, normal maps, blend modes, shading models, material instances, water materials, material functions, texture masking, UV mapping, texture coordinate node, world position offset, and decals.

Landscapes and Open Worlds - How to make breathtaking landscapes and huge, sprawling open worlds with seamless loading, while still achieving incredible numbers of frames per second. Learn about manage mode, sculpt mode, paint mode, landscape hole materials, landscape auto materials, splines, landscape grass, foliage mode, world partition system, level instances, level of detail (LOD), and nanite.

Skeletal Meshes and Animations - How to animate skeletal meshes in an interactive manner and blend smoothly between animations. Learn about skeletons, sockets, animation sequences, animation blueprints, state machines, blend spaces, cached poses, blend profiles, additive animations, aim offsets, animation montages, notifies, animation curves, morph targets, and animation attributes.

Intermediate Blueprints - Recap the fundamentals of Blueprints, then build upon that knowledge to achieve great skill and flexibility when it comes to scripting your games. Topics include advanced data types, data tables, spawning actors, referencing actors, functions, function libraries, macros, local variables, construction script, debugging, event dispatchers, and blueprint interfaces.

Who this course is for:

  • Aspiring game developers who have some basic knowledge of Unreal Engine and wish to continue their studies
  • Students with a desire to learn Unreal Engine 5 concepts in great detail
  • Those wishing to become professionals using Unreal Engine 5