Learn game development using the industry-leading 3D game design software the pros use, the Unreal Engine 4. This award-winning engine is used to create many of today’s top games.
Learn Video Game Development with this Unreal Engine 4 Course for Beginners
Develop Games Using Cutting-Edge Game Design Software and Run Them on a State-of-the-Art 3D Game Engine
The Unreal Engine has won the “Best Game Engine” award several times from various organizations, including the Develop Industry Excellence Awards and Game Developer Magazine.
The Unreal Engine has been used to develop many blockbuster games and game series including Borderlands, Gears of War, BioShock, Mass Effect, and hundreds more.
For years, the Unreal Engine was only affordable for large companies, but starting in 2015, Unreal Engine 4 is now completely free to use, as long as you agree to pay Epic Games 5% of your game sales.
Learn Unreal Engine 4 in this Video Game Design Course
In this course, you will learn the fundamentals of game development using the Unreal Engine 4 through a series of 62 lectures, 15 tutorials, and 9 quizzes, totaling over 10 hours of content. By the end of the course, you will have built an entire demo game from scratch.
The course will start from scratch and programming knowledge is not required, so anyone with basic computer skills can jump in and begin their Unreal Engine 4 training!
The first part of the course will help you get the Unreal Engine 4 up and running and will introduce you to the basic concepts of game development using the Engine. Next, you will learn all the skills you need to craft beautiful environments to stage your games in. Then, you will learn how to script logic for your games so you can define game rules and behaviors, keep track of data such as health and inventory, and create playable characters. You will learn about collisions and damage, key concepts for any action game. You will learn how to create user interfaces using the UMG Editor, so you can add things like menus, load screens, and HUDs to your game. And finally, you will learn how audio works within the Engine so you can add music, dialogue, and sound effects to your game.
Upon completion of the course, you will have the skills necessary to translate ideas for games into playable games that use environments you sculpt and logic that you define, and you will understand how to make a game in Unreal Engine 4.
Learn about the history of the Unreal Engine, the licensing model that allows anyone to use the Engine with no upfront costs, and an overview of what this course will cover. Then, see the demo of the sample game that we will be building in the tutorials of this course.
Learn how to register an account with Epic Games and how to download and install the most recent version of Unreal Engine.
Learn the basics of Projects and how to create a new project. Learn about the Epic Games Launcher, Unreal Project Browser, the difference between "Maximum Quality" and "Scalable 3D or 2D", Starter Content, and immersive mode (full screen).
Learn what a Level is in the context of the Unreal Engine. Learn how to create a new level. Learn the difference between choosing "Default" and "Empty Level". Learn how to open and save levels. Learn about Assets.
Learn what an Actor is in the Unreal Engine. Learn about some of the basic types of Actors such as Static Meshes, Geometry Brushes, Materials, and Lights.
Learn the difference between the Unreal Engine and the Unreal Editor. Learn the different parts of the Level Editor - Viewport, Toolbar, Content Browser, Modes Panel, World Outliner, and Details Panel. Learn how to customize the interface.
Learn how to place Actors into a Level. Learn what the five modes of the Modes Panel are. Learn about the different tabs of Place Mode - Basic, Recently Placed, Lights, Visual Effects, BSP, Volumes, and All Classes.
Learn the three main ways to navigate within the Viewport - mouse navigation, WASD navigation, and Maya navigation. Learn how to focus the camera on an object. Learn how to tumble, orbit, dolly, zoom, track, and pan. Learn how to adjust camera speed.
Learn how to use the move, rotate, and scale tools. Learn how to select multiple Actors and move them all at once. Learn the difference between world space vs local space.
Learn how to use snapping to perfectly align your Actors with one another within your Level. Learn the difference between Surface Snapping, Grid Snapping, Rotation Snapping, and Scale Snapping. Learn about the "Rotate to Surface Normal" and "Surface Offset" settings. Learn about snap sizes.
Learn about Immersive Mode (fullscreen). Learn three of the different View Modes - Lit, Unlit, and Wireframe. Learn the difference between a perspective view and an orthographic view. Learn about the Show Flags setting, Game View, and piloting Actors within the Viewport.
Learn about the Sources Panel, Asset Window, searching the Content Browser, and breadcrumbs.
Learn about the Add New, Import, and Save All buttons. Learn about the “Add Feature or Content Pack” feature.
Learn about the different options of the View Options menu such as “Show Developers Folders”, “Show Plugins Content”, “Show Engine Content”, “Show Collections”, and “Thumbnail Edit Mode”. Learn the difference between Static Collections vs Dynamic Collections.
Learn about the Content button on the Toolbar. Learn how to use multiple Content Browser windows.
Learn about the lock button in the Details Panel. Learn how to quickly find properties within the Details Panel. Learn about the Property Matrix. Learn about the various View Options of the Details Panel such as “Show Only Modified Properties”, “Show All Advanced Details”, and “Show Child on Category Match”.
Learn how to move, rotate, and scale Actors using the Transform category of the Details panel. Learn the difference between transforming relative to an Actor’s parent and transforming relative to the world. Learn the difference between the “Static”, "Stationary" and “Moveable” mobility settings.
Learn how to use the World Outliner to organize and quickly find the Actors in your Level.
Learn the difference between a static mesh and a skeletal mesh. Learn about the properties of the physics category of the Details Panel including Simulate Physics, Linear Damping, and Angular Damping.
Learn the difference between Geometry Brushes vs Meshes. Learn about the different Brush Setting properties such as Brush Type, Brush Shape, Outer Radius, Inner Radius, Sides, Tessellation, Align to Side, Hollow, Wall Thickness, and Cap Z. Learn the difference between the Additive and Subtractive Brush types. Learn about the different stair Brushes and their properties such as Linear Stair, Curved Stair, Spiral Stair, Step Height, Step Width, Step Thickness, Number of Steps, Add to First Step, Angle of Curve, Sloped Floor, and Sloped Ceiling.
Learn about Materials, Textures, and Elements. Learn about the Surface Materials, Geometry, and Surface Properties categories in the Details panel. Learn about the “Select All Adjacent Surfaces” property. Learn about the U-axis and V-axis.
Learn about the four types of Light Actors in the Unreal Engine - the Directional Light, Point Light, Spot Light, and Sky Light. Learn how to "build" the lighting and why this is necessary. Learn about the various properties of Lights such as Intensity, Light Color, Use Temperature, Affects World, Cast Shadows, Indirect Lighting Intensity, Attenuation Radius, Source Radius, Source Length, Inner Cone Angle, Outer Cone Angle, Source Type, SLS Captured Scene, Sky Distance Threshold, and SLS Specified Cubemap. Learn how to use the Color Picker.
Learn about Atmospheric Fog and its properties such as Atmosphere Sun Light, Sun Multiplier, Start Distance, Fog Multiplier, Density Multiplier, Density Offset, Distance Scale, Altitude Scale, Distance Offset, Ground Offset, and Sun Disc Scale.
Learn about topics related to the Player Start actor such as the Bad Size label, “Play From Here” option, and “Spawn Player At…” option.
Learn what Components are and about unique ones such as the Rotating Movement Component. Learn what a Root Component is and about the Pivot Translation property.
Learn about different types of Volumes such as the Blocking Volume, Camera Blocking Volume, Trigger Volume, Pain Causing Volume, Kill Z Volume, Physics Volume, and Water Volume. Learn about various properties related to Volumes such as Damage Per Second, Pain Interval, Damage Type, Entry Pain, Terminal Velocity, Priority, and Fluid Friction.
In this tutorial, we create a new project and a new Level and construct the sky for the Level.
In this tutorial, we construct the playing area for our game, using Brushes, Meshes, and Materials.
In this tutorial, we add the internal structures for our Level, including walls, platforms, and houses.
Learn about Level Blueprints, the Level Blueprint Editor, Blueprint Classes, the Event Graph, the Event BeginPlay node, Event Tick node, Delay node, Function Nodes, input pins, execution pins, Quit Game function, Quit Preference variable, and how to compile a Blueprint.
Learn about variables, and how to create and edit them using the My Blueprint tab. Learn what data types are and about different data types such as Boolean, Byte, Integer, Float, Text, String, Name, Vector, Rotator, and Transform. Learn about the different properties of variables such as Variable Name, Variable Type, Tooltip, Private, Category, Slider Range, Value Range, and Replication.
Learn about arrays, indices, the ForEachLoop node, the Loop Body pin, Array Element pin, Completed pin, Print String node, Add node, Insert node, Set Array Element node, Size to Fit pin, Clear node, Remove Index node, Remove Item node, Get node, Contains Item node, Find Item node, and Length node.
Learn what function are and how to create them. Learn about the Return node and Append node. Learn about different properties of functions in the Unreal Engine such as Description, Category, Keywords, Compact Node Title, and Access Specifier. Learn the difference between public vs private functions. Learn the difference between pure vs impure functions.
Learn about several different flow control nodes such as the Branch node, Delay node, Do N node, DoOnce node, DoOnce MultiInput node, FlipFlop node, ForLoop node, ForLoopWithBreak node, Gate node, MultiGate Node, Retriggerable Delay function, Sequence node, WhileLoop node, and Switch nodes.
Learn how to access the Actors of a Level within a Blueprint. Learn about the Set Visibility function, New Visibility property, Propagate to Children property, and OnActorBeginOverlap Event.
Learn about Blueprint Classes, the Construction Script, Toggle Visibility function, and making variables editable.
Learn about Timelines, the Timeline Editor, tracks, keys, curves, the Set Intensity node, the Create External Curve feature, Use Last Keyframe option, AutoPlay option, Replicated option, Play pin, Stop pin, Reverse pin, Finished pin, and Direction pin.
In this tutorial, we use Blueprints to create our first custom Actor - a platform that will continually move up and down.
In this tutorial, we create the Blueprint for the enemies in our game.
In this tutorial, we use a Timeline to animate the opening of a door. Unlike the previous Timelines we made, which dealt with translational movement, we use this Timeline to create rotational movement.
Learn about Game Modes and Game Mode properties such as Use Seamless Travel, Pauseable, Start Players as Spectators, Delayed Start, Minimum Respawn Delay, Default Player Name, Player State Life Span, and Start With Tick Enabled.
Learn about Pawns, Cameras, the Spring Arm component, and the Target Arm Length property.
Learn about Characters, the Capsule Component, Arrow Component, Skeletal Mesh Component, CharacterMovement component, Gravity Scale property, Max Acceleration, Braking Friction Factor, Mass, Max Step Height, Walkable Floor Angle, Jump Z Velocity, and Air Control.
Learn about Controllers, the PlayerController, the AIController, and the Get Player Character function.
Learn about Input Mapping and the difference between Action Mappings vs Axis Mappings.
Learn about character movement, the Add Controller Pitch Input function, Add Controller Yaw Input function, Use Controller Rotation Pitch property, Use Controller Rotation Yaw property, Get Control Rotation function, and Get Right Vector function.
In this tutorial, we set up a Character and create inputs to control that Character. We also add pause functionality to the game and the ability to open the end of Level door by pressing a button.
Learn about Collisions and collision properties such as Simulation Generates Hit Events, Generate Overlap Events, Collision Enabled, Physics Collisions Only, Query Collisions Only, Object Type, and Can Character Step Up On. Learn the difference between ECB Yes, ECB No, and ECB Owner. Learn the difference between WorldDynamic vs PhysicsBody. Learn about collision presets such as BlockAll, OverlapAll, and OverlapAllDynamic.
Learn about the Event Hit node and its many pins such as My Comp, Other, Self Moved, Hit Location, Hit Normal, Normal Impulse, and Hit pin. Learn about the Apply Damage node and its pins such as Damaged Actor, Base Damage, and Damage Type Class. Learn about the Event AnyDamage node.
Learn about the Projectile component and its properties such as Projectile Gravity Scale and Should Bounce. Learn about the Destroy Actor node.
In this tutorial, we add collision and damage functionality to our game.
In this tutorial, we create the orbs that the player will need to collect to get through the final door. We also make it so that the player will be required to stand directly in front of the door to open it.
Learn how UMG is used to create menus and HUDs. Learn about Widget Blueprints, Create Widget node, Owning Player pin, Add to Viewport node, Remove From Parent node, and Hierarchy window.
Learn about the Root Widget and its properties such as Color and Opacity, Foreground Color, Is Focusable and Background.
Learn about the Canvas Panel, Anchors, Anchor Medallions, Size to Content property, and the ZOrder property.
Learn about properties common to all widgets, including Is Enabled, Tool Tip Text, Visibility, Hit Test Invisible, Performance, Is Volatile, Translation, Scale, Shear, Angle, and Pivot.
Learn about the Visual Designer and the difference between a Layout Transform vs Render Transform.
Learn about the Text Widget and its properties such as Font, Shadow Offset, Shadow Color, Justification, and Auto Wrap Text.
Learn about the Button Widget and its properties including Style, Image, Image Size, Draw As, Normal Padding, and Pressed Padding. Learn about the three events of the Button Widget - OnClicked, OnPressed, and OnReleased.
Learn about the Border Widget and Image Widget.
Learn about the Progress Bar Widget and its properties such as Percent and Is Marquee. Learn how to bind the Percent property to a variable.
Learn about the Check Box Widget and its properties such as Checked State, Horizontal Alignment, Check Box Type, and Padding.
Learn about the Horizontal Box and Vertical Box.
Learn about the Uniform Grid Panel and its properties including Slot Padding, Minimum Desired Slot Width, and Minimum Desired Slot Height. Learn about the Grid Panel and its properties such as Row Span, Column Span, Layer, and Nudge.
Learn about the Scale Box and its properties such as Stretch Direction and Stretch. Learn about the Size Box and its properties including Width Override and Height Override.
In this tutorial, we create a HUD for our player, so they can keep track of their health and the number of orbs they have collected.
In this tutorial, we add some functionality so that when they player receives damage, the screen will briefly flash red, and when the player collects an orb, the screen will briefly flash blue.
In this tutorial, we modify the end of Level door logic so that the player can only open the door once they have collected all three orbs. We also display a message in the HUD to inform the player of this rule when they get close to the door. Then we create a pause menu.
In this tutorial, we create a game over menu for when the player dies and a win screen menu for when they beat the game.
Learn about Sound Waves and its properties including Override Concurrency, Concurrency Overrides, Max Count, Limit to Owner, Resolution Rule, Volume Scale, and Priority. Learn about the AmbientSound actor and its properties including Is UISound, Auto Activate, Looping, Compression Quality, Subtitles, Spoken Text, Mature, Manual Word Wrap, and Comment. Learn about Sound Groups and Sound Classes. Learn about the Play Sound node, Play Sound At Location node, and Spawn Sound Attached node.
Learn about Sound Cues, the Wave Player node, Looping node, Delay node, Doppler node, Modulator node, Oscillator node, Mixer node, Concatenator node, Random node, Branch node, and Switch node.
Learn about Attenuation and Attenuation properties such as Override Attenuation, Radius, Falloff Distance, Attenuation Shape, Attenuation Curve, Spatialization, and Allow Spatialization.
Learn about importing and converting audio to use in the Unreal Engine.
In this tutorial, we add audio to our game. We add some outdoors noises, like wind and birds chirping, we add some fire noises, and we add some background music that will start playing once the player reaches a certain point in the Level.
Learn how to download content from the Epic Games Launcher.
Learn how to import 3D objects from the internet into Unreal Engine.
In this tutorial, we package and export the demo game so that it can be played outside of the Editor.
David Nixon is a professional software developer and amateur game developer who holds a degree in Computer Science from Florida Atlantic University. He started his career developing websites and providing SEO services for companies nationwide. He then dove into the world of mobile gaming, developing the game Puzzlers. Recently, he worked as a web developer for a major SaaS company.