
Explore Unreal Engine 5 basics, from the new UI to blueprints, materials, lighting with Lumen, Nanite geometry, Quixel Bridge Megascans, and a playable Castaway game.
Install Unreal Engine five via the Epic Games launcher, manage engine versions in the library, and create your first ui five project with starter content.
Begin a first UE5 level from an empty project, add lights, sky atmosphere and volumetric clouds, and place chairs and a table while mastering viewport navigation and object manipulation.
Explore exposure and post process volumes in Unreal Engine 5 to control lighting, color, and mood. Learn to clamp exposure, adjust saturation, and preview light with materials.
Explore Unreal Engine 5 materials and PBR basics, build a cobblestone material using base color, metallic, roughness, and normal maps, and master texture coordinates and tiling.
Learn to create a reusable master material in Unreal Engine 5 and drive many variants with material instances, using texture maps, tint colors, roughness, normal maps, and switch parameters.
Explore Unreal Engine 5 lighting basics, including light types, lightmaps and baking, directional and skylight setup, attenuation, shadows, and lumen-based emissive highlights for dynamic scenes.
Learn how light baking creates lightmaps that bake lighting data into textures, compare static, stationary, and movable lights, and understand Lumen's role and when to build lighting for shadows.
Fix common lightmap resolution issues in Unreal Engine by switching lights to static and increasing lightmap size, then rebake lighting to reduce splotchy shadows.
Discover real-time lumen global illumination in Unreal Engine 5, turning baked UE4 scenes into lumen ready with movable lights, post-process volume, and dynamic indirect lighting for bake-free realism.
Explore emissive materials with Lumen to create self-illuminating objects that contribute to direct and indirect lighting, enabling real-time global illumination for dynamic room lighting.
Learn how unreal engine 5's nanite virtualized geometry renders billions of triangles in real-time by using clustering and occlusion culling to optimize performance during kitbashing.
Enable Nanite on static meshes via the static mesh properties or content drawer, turning objects into Nanite meshes, while observing that only opaque materials and certain geometry work with Nanite.
Identify overdraw in Nanite when stacking Megascans and meshes using the heat map visualization in unlit mode. Adjust layered meshes to reduce unnecessary triangles and improve performance.
Access thousands of Megascans in Unreal Engine 5 through the integrated Quixel Bridge, install and enable the plugin, sign in, and import Nanite-quality assets for kitbashing.
Discover how to browse, download, and apply pre-built Quixel Bridge materials in UE5, including wood parquet textures that update as material instances in real time.
Import fb x meshes into ue5 using the content drawer drag-and-drop workflow, enable nanite, and wire up textures (diffuse, normal, roughness) in the material editor.
Explore the blueprint visual scripting system in Unreal Engine 5 by creating a simple level blueprint that prints 'welcome to the game' at begin play and demonstrates basic movement.
Create a blueprint-driven interactive scene using a ground trigger and box collision to sink a platform and raise stairs with a move component.
Learn how to use blueprint variables to control movement speeds, making box and stair speeds adjustable in the details panel, with instance editable defaults.
Create reusable blueprint functions in Unreal Engine 5 to raise and lower a smasher, handle box collision, delays, and staggered starts for multiple instances.
Implement a health and damage system in Unreal Engine 5: track health, apply damage, trigger death with ragdoll physics, and disable input when health hits zero.
Create a Castaway game in Unreal Engine 5 by sculpting an island with water and vegetation, rigging Larry with animations, and exploring blueprint scripting for scavenging food and water.
Build Castaway in Unreal Engine 5, a survival game where a shipwrecked man on a lonely island must collect food and water and build shelter, shaping landscapes and terrain.
Learn to sculpt landscapes in Unreal Engine 5 using active landscaping mode, grid sizing, and brush-based tools. Apply painting tools with erosion, noise, and mirroring to create cliff-like terrain.
Explore building an island landscape in Unreal Engine 5 by sculpting terrain and blending sand, rock, and foliage with a landscape material and a world-aligned auto layer driven by slope.
Add a real-time ocean water body and sculpt landmass to shape an island in UE5. Paint sand to form a beach and adjust post-process brightness for clarity.
Explore foliage editing to paint Megascans three-dimensional plants such as ferns, lilies, and sea grass, adjusting scale variation and density while respecting ground slope constraints of 0-45 degrees for believability.
Learn to dress a beach landscape by importing nanite-enabled megascans rocks, placing and scaling them to create water-contact detail while keeping geometry optimized for Unreal Engine 5.
Import Larry from Mixamo as fbx, retarget to mannequin's humanoid rig, and create a Larry animation blueprint; replace mannequin in third-person blueprint and set Larry as default pawn.
Create a heads-up display in Unreal Engine 5 to monitor health, hunger, thirst, and rescue with a binding-based progress bar overlay, using widget blueprints and level blueprint to display.
Learn to create food and water caches in Unreal Engine 5, add a water body with terrain adjustments, place coconuts as collectible food, and attach Niagara particle effects via blueprints.
Build game mechanics in Unreal Engine 5 by creating hunger and thirst systems with blueprints, including hunger setter functions, coconut interactions, and lake refill triggers.
Implement event tick and timed delays in Unreal Engine 5 blueprints to decrement hunger and thirst, replenish when needed, and apply health and rescue logic.
Finish a UE5 beginner game by swapping death and rescue UIs, adding ragdoll physics, disabling input, and displaying on-screen prompts like 'Oh, snap. You died' or 'You survive'.
*Brand New Lectures Added This Month*:
Character Movement and Animations From Scratch
UE5 Metahumans (Creation and Animation)
Welcome to a beginners comprehensive look at the new Unreal Engine 5. UE5 is used by professionals and beginners alike to create stunning real-time content with the help of the new Lumen Lighting System and Nanite Virtualized Geometry Engine. It has never been easier to get started as a Game, Architectural, or Product Developer and create amazing content.
We will take you from Unreal Engine Zero to Hero in just a few hours, covering everything from the general UE5 layout all the way through creating a fully functioning game.
Just a bit of what the course covers:
Introduction to Unreal Engine 5
Overview of the new UE5 user interface
How to setup your first project
Creating your first level
Adjusting manual exposure and exploring post process volumes
Full Introduction to Materials and Shaders
How to build materials using the material node editor
How to create master and instance materials to easily cut down on material efforts
Explore the Unreal Marketplace
How to use the Unreal Marketplace to score free and paid meshes, materials, functions, and lots more
Unreal Engine Lighting Basics
A full introduction to different lighting types in UE5
How to use light map baking to create playable beautiful environments
An overview on lightmass settings
How to fix common light map issues
New: Lumen Lighting Engine
Introduction on how the lumen lighting engine works to create amazing real-time environment lighting
How to create emissive materials that generate both direct and indirect real-time lighting
New: Nanite Virtualized Geometry
Introduction to Nanite now allowing million plus poly meshes to be added to your scene without major performance issues
How to create Nanite assets from existing meshes
Discussions around Nanite limitation like overdraw and how to overcome these limitations
The Integrated Quixel Bridge (Megascans) Library
How to get started with the Quixel Bridge and Megascan meshes right from the UE5 interface
A look at pre-built free Quixel Bridge materials
Importing External Meshes and Assets to Unreal Engine 5
A walkthrough on how to import FBX files right into UE5
How to fix possible material issues at import
Complete Introduction to the Blueprint Visualized Scripting Engine
How to build your very first blueprints and create events in UE5
More in depth examples of creating your first UE5 blueprints
How to create and use Blueprint Variables and Functions
How to build a blueprint health and damage system that updates in realtime
We then build a completely functional game that covers additional concepts like:
Planning a project
Setting up a project for the first time
Sculpting landscapes and terrains
Painting materials on landscapes
Creating "auto" materials that paint different materials based on the slope of the terrain
How to create realistic water bodies like oceans and lakes
Adding foliage variations (plants, weeds, flowers, trees, etc.) using the UE5 foliage creator
Importing, rigging, and adding animations to characters
Creating a on screen HUD (Heads Up Display) overlay that shows real-time progress bars
Creating blueprint food caches
Introduction to Unreal's VFX system Niagra
How to use the Event Tick and Timed Events in UE5
And lots more...
Learn how to Import and Animate Characters from Scratch
Download Character Meshes and Animations
Full Character Setup with Input Keys (Idle, Walk, Run, and Jump)
Character Animation Blending
Introduction to UE5 Metahumans (Digital Humans)
Learn how to use the Metahuman Creator to create amazingly real human characters
Basic introduction to Metahuman animation, the Metahuman skeletal rig, and the cinematic sequencer.