
Learn to build an action RPG in Unreal Engine 5.6 using the Lyra framework with free Fab Marketplace assets. Implement melee, archery, and magic, locomotion, inventory, AI, and UI.
Discover using Unreal Engine 5.6 and the Lyra framework to build RPG mechanics from scratch, leveraging modular features, GAS, and Lyra Starter templates for single-player and multiplayer workflows.
Explore how the Lyra framework enables building an RPG core by reusing Shootercore components and adding new features, with practical, step-by-step guidance for Unreal Engine development.
Learn the Unreal Engine 5.6 single-player lifecycle, including game instance, game mode, game state, and player state, plus win/lose conditions, level loads, and component-based movement and animation.
Install Visual Studio 2022 version 17.14 or above for Unreal Engine 5.6, enabling C++ tooling and game development through Lyra starter game and blueprint workflows.
Install and verify the Lyra starter game from the Fab marketplace. Open the Lyra project in the Epic Games Launcher and test experiences with the default pawn.
Build the Lyra C++ framework for Unreal Engine 5.6, expose features to blueprints, and test a Visual Studio 2022 build of the Lyra Starter Game while addressing common build issues.
Create a new game feature plugin named RPG core to build modular RPG features with Lyra's data-driven assets, asset manager, and the gameplay messaging subsystem.
Configure locomotion input in Unreal Engine 5.6 using the enhanced input system, defining move and look actions and applying the IMC_default mapping with WASD controls.
Derive a new hero blueprint from the Lyra default and swap in Paragon Yin as the skeletal mesh, configuring capsule collision and Lyra components for movement and health.
Learn to create a Lyra experience, a modular advanced game mode for single-player play, where levels load and components dynamically load and unload.
Build a lightweight Unreal Engine 5.6 locomotion system for an RPG using Lyra, with animation layers and Mixamo root motion idle animations.
Implement the cycle state for locomotion by adding a fullbody_cyclestate animation layer, calculating velocity and direction with threadsafe updates, and enabling idle-cycle transitions.
Implement orientation warping during diagonal locomotion by adding orientation warping node, configuring mode as graph and minrootmotion threshold 80, and setting spine_01, spine_02, spine_03, ik_foot_root, ik_foot_l, ik_foot_r with OrientationAlpha 0.75.
Implement play rate to match character speed and stride warping to reduce sliding and improve locomotion. Compute displacement speed from delta time and update locomotion data in a thread-safe ABP.
Use the skeletal mesh editor to remove weapons and accessories, duplicate Yin_WindGauntlet for a backup, generate polygroups, delete faces, set LODs to 1, and test the character in level.
Explore the RPG environment in Unreal Engine 5.6 by building a new level from a stylized eastern village asset and using the level creation automation tool.
Learn to use the eastern village asset from fab marketplace in Unreal Engine 5.6, select a 5.4 version, and scale modular assets from asian village maps to design your level.
Set up the Ulag Snap and Swap tool in the Lyra RPG project, migrate it into Lyra content, and move the B_buildingbase blueprint to the Asian village folder.
Discover the ULAG Snap and Swap editor utility widget to automate level creation by snapping modular assets, teaching snap configurations, and using layers, subobjects, and swaps in blueprint workflows.
Learn to convert an existing building into a reusable blueprint prefab by extracting it from a level, setting B_buildingbase as the parent, cleaning assets, and saving a blueprint for reuse.
Demonstrate complete environment creation for Unreal Engine 5.6 RPG using Lyra Framework, with Snap and Swap, the automation tool learned earlier, and callouts guiding the level design.
Learn to light a game environment at night using hdri skies, dynamic directional lights, skylight, post-process volumes, and fog, with emissive lanterns and lamp post blueprints.
Develop the great sword weapon for the player in Unreal Engine 5.6 by extracting and isolating a weapon mesh from Paragon’s Kwang, then pivot at the handle for attachment.
Add a root bone to Mixamo characters and use root motion in Unreal Engine 5.6 to drive greatsword animations, then retarget them to Yin_WindGauntlet for the RPG.
Configure the greatsword animation layer by enabling root motion and creating ABP_player_Greatsword with idle, jog, and walk. Update Hero_Ulag to use this blueprint via linkanimclasslayers and test in the level.
Develop a greatsword weapon equipment definition, attach the sword to the player when equipped, and switch the locomotion animation to the greatsword using a base weapon instance and child blueprints.
Create the greatsword as a single actor using blueprint B_Greatsword, add skeletal mesh SKM_greatsword, and attach it to weapon_R bone with a 0.75 scale in unreal engine 5.6 Lyra.
Create a greatsword inventory item using the Lyra framework. Build a lyraInventoryItemdefinition blueprint ID_Greatsword, set display name to Great sword, and add an equippable item fragment with WID_Greatsword.
Load the character with an initial greatsword using Lyra framework components—equipment manager, inventory manager, and quickbar—via game feature plugins, asset manager setup, and readiness macros.
Fixes an architectural flow issue in Unreal Engine 5.6 by relocating hero_default into the RPGcore plugin, updating initialinventoryitems linkage, and adding the LyraHero component while compiling blueprints and maintaining backups.
Create the RPGcore HUD and health bar using the Lyra framework. Place a safe zone, canvas panel, and W_healthbar, then test the escape menu.
Create a new RPG stats set for Lyra, add LyraRPGstatsset.h and LyraRPGstatsset.cpp, and update health and player state while managing plugin enables and commenting unused code.
Create and test two self-damage and self-heal abilities with their gameplay effects and input mappings, integrated into the greatsword to modify health by five points per click.
Implement death for the character with Lyra's GA_Hero_Death, add it to the AbilitySet_RPGHero, test the death montage, then hide the character and prepare auto respawn in the next chapter.
Implement auto respawn for the RPG character using Lyra, enabling shootercore, moving assets, and adding a player state ability set with a hud timer for reticle-based respawn.
Implement a stamina bar in Unreal Engine 5.6 with the Lyra framework by duplicating and renaming the health bar. Test stamina changes via self-damage and self-heal in the HUD.
Create a basic melee attack with stamina costs and recovery, preventing attacks when stamina is very low, using Mixamo greatsword animations with full-body root-motion montages triggered by IA_simplemeleeattack.
Implement stamina management in Unreal engine 5.6 using the Lyra framework: create GE_Reducestamina to drain stamina after a melee attack and GE_Recoverstamina to recover on spawn, with checks before attacks.
Apply a simple two-spotlight setup to illuminate the character, adjust positions and disable cast shadows, set intensity to 2000, and tweak the environment directional light for balance.
Configure enemy pawn data and spawn logic in Unreal Engine 5.6 with the Lyra framework. Add Lyra player starts, a sword shield enemy bot spawner, and update C++ files.
Create a sword and shield enemy in Unreal Engine 5.6 using Lyra Framework, importing Mixamo animations, and building sword and shield skeletal meshes from Paragon assets for later animation blueprint.
Duplicate the player base to form ABP_swordshieldEnemy_base, switch the skeleton to FengMao, and implement a dedicated sword and shield item animation layer for the enemy.
Develop a sword and shield enemy in unreal engine 5.6 by retargeting Mixamo animations, configuring root motion, and creating Lyra pawn data, inventory, and weapon definitions.
Implement dynamic player and enemy spawn locations by customizing the Lyra player spawning manager component with C++ changes, replace the relevant files, and build Lyra RPG project in Visual Studio.
Develop a dynamic spawn system by creating a Lyra player spawning rules blueprint that places hero and enemies at designated player start tags, with tag-based selection and try-claim logic.
Implement an input-buffered advanced melee attack using gameplay events and interruptible abilities, with weapon trace and anim notifies to interrupt and trigger new attacks in the Lyra framework.
Configure the weapon trace by adding tracestart and traceend sockets to the greatsword skeletal mesh, then perform a multi sphere trace to detect hit actors during GA_ExecuteAttack.
Implement the damage gameplay effect using Lyra's ability system, with GE_damage_greatsword instant duration and -5 health per hit, and test in level to verify health decreases.
Implement damage popup numbers via gameplay cues to visualize hits and reflect a five-point health loss, using the Lyra number pop component to display the popup.
Configure enemy death by reusing the GA_Hero_Death ability, disable auto respawn for the enemy, and restrict auto respawn to player-controlled characters using a Lyra ability set.
Build an Unreal Engine 5.6 RPG using the Lyra framework by updating LyraTeamCreationComponent.cpp in Visual Studio with the attached file, then build and launch the Unreal Engine editor.
Add the NavMeshBoundsVolume to the level to enable AI characters to move in the level. Scale the nav mesh to cover the navigation area and press p to verify placement.
Implement inheritance for enemy ai by creating a base ai controller and a swordshield child controller; update player spawning rules and references, then compile and verify swordshield enemies spawn correctly.
Create blueprint actors B_PatrolPoint to mark AI patrol locations, link NextPatrolPoint references, place three points in the level, tag them SwordShieldEnemy, and configure a looping patrol for the Lyra-based RPG.
Learn to implement the patrol state in the AI state tree for the sword shield enemy, manage current patrol points, locate the next patrol location, and move between points.
Implement AI perception for enemies in Unreal Engine 5.6 using Lyra team creation and AI sight to detect the player and switch between patrol and defend in the state tree.
Implement AI focus with a state tree and a single task. Use a boolean parameter to drive focus via STT_SetFocus on the AI controller for the attack target.
Explore strafing by enemies in Unreal Engine 5.6 using the environment query system to select strafe locations around the player, with arc in front and path finding integrated.
Implement an enemy melee attack with a state tree task: move to the player with 150 unit radius, play random attack montages, and apply a damage effect via sphere trace.
Import and retarget archer animations for Unreal Engine 5.6 using the Lyra Framework, sourcing Erica Archer from Mixamo and applying root motion with force root lock.
Create the archer locomotion layer for the player character with a bow animation blueprint (ABP_Player_Bow) using Yin_Skeleton and ABP_Player_ItemAnimLayersBase, testing idle, walk, and run animations.
Extract the bow and arrow assets from the Paragon Sparrow character, retarget the RMB_Loop animation, and create bow-specific animations and meshes for use in Unreal Engine 5.6.
Create the bow as an actor with skeletal meshes and an animation blueprint, using IsStretched to drive a bow state machine with idle, stretching, and stretched states.
Create bow and arrow inventory assets in Unreal Engine 5.6 using the Lyra framework, building B_WeaponInstance_Bow, a WID_Bow, and ID_Bow, then test with archer locomotion.
Master bow aim gameplay in Unreal Engine 5.6 using the Lyra framework by updating the animation blueprint, deriving from LyraAnimInstance, and mapping a gameplay tag to toggle the aim pose.
Continue implementing bow aim in Unreal Engine 5.6 using the Lyra Framework, retarget the draw arrow montage to Yin_WindGauntlet, and set up the upper body montage with anim notifies.
Create and configure the GA_BowAim ability in Lyra, play the bow aim montage, spawn and attach the arrow, and wire input actions and ability sets for activation and cleanup.
Implement the bow fire ability: detach and fire an arrow with velocity 5000 and no gravity using a line trace to determine direction.
Enable a cooldown for the bow fire ability by creating GE_BowFire_CoolDown with HasDuration and a Cooldown.BowFire tag, testing a 4-second window before reusing the ability.
Acquire techniques to implement bow aim offset in Unreal Engine 5.6 by creating additive animations (base, middle, up, down), configuring AO assets, and integrating bow pitch in the animation blueprint.
Convert a cascade particle to a Niagara system for the arrow, adjust materials and sprite renderers, attach it in the arrow blueprint, and test with a delayed destroy.
Create the bow crosshair reticle under LyraWeaponUserInterface with W_WeaponReticleHost, then attach W_BowReticle via InventoryFragmentReticleConfig to the HUD reticle slot and center it.
Implement arrow damage by detecting hits with a box collision, validating enemy characters via the LyraHealthComponent, applying a damage gameplay effect, and destroying the arrow after impact.
Implement the arrow damage visual effects in unreal engine 5.6 using Niagara, converting the bone_melee_successful_impact asset, and spawn it at the hit location to test in level.
Implement the RPG hud quick bar by reusing the shooter core's quickbar, enabling the plugin, and configuring three active slots to display equipped weapons such as bow and greatsword.
In this Course, You will learn techniques to build your own Single Player RPG game using the Lyra Framework in Unreal Engine 5.6 and above.
Only Free Assets are used in this course from the FAB Marketplace and Mixamo website.
This Course is Step-By-Step and to the point. A new Game Feature Plugin RPGCore will be created from Scratch.
You will get a very good Hands-On experience by using different features in the Lyra Framework using practical usecases.
Along with Lyra Framework, you will also learn innovative techniques to Customize Marketplace assets, Convert Cascade effects to Niagara, and also work in a Professional Level Creation Automation Tool created by myself. I have provided my Ulag-Snap and Swap Tool (Universal Modular Asset Automation) Completely Free for Learning purpose. It is a Blueprint based tool which you can research upon.
(Supported Subtitles - English, Chinese, Korean, Japanese, Portuguese (PT-BR), Spanish)
Course is currently in the Release-2.
Current Features in the Release 1
A Light Weight Lyra based Locomotion System which uses Root Motion based animations from Mixamo. Different animation layers for the Weapons.
Learn how to modify and Customize the Skeletal Meshes and also create weapons.
Adding RootBone and Retargeting the Animations for different skeletal Meshes.
Using the Lyra Equipment manager and Lyra Inventory System for the Weapons.
Adding the QuickBar for the Widgets
Creating a new light weight LyraAttributeSystem RPGStats for the Gameplay Ability System with Health and Stamina. Easily Extendable for other needed Attributes.
Reusing the Health Manager and Customizing it to the new RPGStats Attribute system.
Learn to use Gameplay Effects in a practical way.
Death and Respawn abilities
Advanced Melee Ability using Animation Notifies and Gameplay Events with Weapon Trace
Player Vs Enemies
Implementing a Configurable Dynamic Player and Enemy Spawn locations.
Artificial Intelligence using State Trees
Patrol, Defence and Attack States
Damage Popup Numbers and Gameplay Cues
Advanced Bow and Arrow System
Convert Cascade Particle effects to Niagara Effects
Creating a Front End Screen with Background Level and Character.
UI Materials and Animations.
Creating RGBA Masks based Logo like in Lyra.
Environment Level Creation and Automation using Ulag Snap and Swap Tool.
Features in the Release 2
1. Complete Environment Creation Video
2. Indicators - Nameplates with Enemy Health
3. Inventory and Interaction
4. Manual Subtitles added for English and verified.
5. Other Language Subtitles are added now.
Chinese
Korean
Japanese
Portuguese (PT-BR)
Spanish
This Course is different from other Unreal Engine Courses. If you are looking for a step by step course in Unreal Engine for Game Development , this course is not for you. The Core focus is on the Unreal Engine 5.6 Lyra Framework and made exclusively for Game Developers who research in the Lyra Framework.
Also, Even if you are a complete beginner to Unreal Engine, You will still love this course if you are interested in research and eager to learn modern aspects of Game development and innovation while you continue your Self-Learning in Unreal Engine.