Course Overview
This is the Ultimate Blueprint course for Unreal Engine 5.
In this course, you will start with absolutely no experience in game development whatsoever. All of the important terms and concepts in game development will be introduced to you and explained carefully and in detail. By the end, you will have four small game projects of different genres, ranging from 2D to 3D, and you'll understand the underlying principles needed to make any creation you can imagine.
The course starts you off as a complete beginner, but experienced developers will also benefit from this course, as many best practices and advanced features are covered throughout.
The course begins at the beginning - downloading the Epic Games Launcher, where we will install Unreal Engine 5, as well as gain access to the Epic Games Marketplace where we can get tons of free, high-quality assets for our games. After familiarizing ourselves with the Unreal Engine editor, learning about asset types and how to import asset files, we get some practice manipulating objects in the level and building simple game environments with free asset packs.
We then get started learning the basic structure of the Blueprint visual scripting system, as well as cover the fundamental math skills every game developer needs to understand. We get practice visualizing vectors in the engine with the various debug drawing Blueprint nodes.
With the original assets created specifically for this course, we then create our first simple game, Bad Bot - a drone flying shooter. We cover the fundamentals of Unreal Engine's class hierarchy, learning about the various game classes that come together to form a basic game - including the Actor, the Pawn, the Game Mode, and the Controller. We learn how to bind inputs from keyboard, mouse, and console controller using Unreal Engine's Enhanced Input System. This project covers spawning enemy bots, firing projectiles, and adding sound and visual effects such as impacts and explosions, before finishing the level with a boss fight.
We then dive deep into Unreal Engine's collision framework, with a section dedicated to the collision system in Unreal Engine. We learn how Unreal Engine handles collision, including knowledge of:
The physics system versus the query system
Collision Complexity and how meshes can have both simple and complex collision and how to configure these
How the method of movement determines the type of interactions objects will have with each other
Sweeping collisions versus physics collisions
Collision Enabled, Collision Object Types, and Collision Responses, and how these work together
Custom collision channels, custom collision profiles, and optimization for performance
By the end of this chapter, Unreal Engine's collision framework will be completely demystified and you'll easily be able to configure the collision settings correctly so that your game object interact as intended, optimized for performance, and without invisible collision interactions affecting the game's frame rate.
With our newly-acquired collision skillset, we start the second game project of the course, Jetpack Journey - a third-person platformer with Kix, an original character created, rigged, and animated for this course. Kix has a jetpack, allowing us to step up our complexity, going from the Pawn class to the Character class. We learn about the Character Movement Component, and how to change movement modes from walking to flying. We implement a fully-functional jetpack with a blendspace, allowing for smooth blending of animations while flying. This project involves creating precious resources in the form of jet fuel, allowing us to implement pickups to refuel, a progress bar for the fuel percent, and moving platforms that force the player to use the flying capability. We learn about some very important concepts in this section, including:
Movement modes, and switching to flying mode
Single and two-dimensional Blendspaces to blend between animation poses
Binding inputs in the Player Controller versus the Character class
Keeping Blueprint nodes clean and readable
Managing class dependencies and coding best practices - we're using Blueprints, but we should still follow best practice!
Skeletal Mesh Sockets, utilized for jetpack thruster effects
Enforcing precious resources in the form of jet fuel, with jet fuel pickups to refill fuel
Use of UMG (Unreal Motion Graphics) to create UI including a progress bar to display fuel percent
The impact of Casting on runtime performance and memory via the creation of hard references
Analyzing class memory size via the size map, and dependencies via the reference viewer
Reducing file size with texture compression
Lazily loading of assets at runtime and how to load assets asynchronously, using soft object and class references
Lighting and Post Processing
This section covers many important aspects of game development that even experienced developers aren't aware of. You're verging on intermediate-to-advanced territory with some of these!
The next game project introduces Unreal Engine's 2D capabilities, as we enable the built-in Paper2D plugin for 2D games. We also download the now-free PaperZD, a very important 2D plugin allowing us to use important 2D features for our games. This section's game project is a 2D dungeon-crawling side-scroller with Red Hood, a hooded 2D figure who ventures through a dark dungeon, battling skeleton minions via melee combat. We cover some valuable ground in this section, including:
Where to get free 2D assets, including animated characters, props, UI and environments
Creation of sprites, flipbooks, tile sets and tile maps
Important settings for a 2D Unreal Engine game project
2D level creation
Enemy AI with the Behavior Tree and Blackboard
Combat and combo attacks
Use and creation of the compound data types such as enums and structures
Floating damage numbers
Implementing melee combat
By this point, you will have the skills necessary to create your own game projects, but we're not quite done yet. We wrap up the course with a final section on Unreal Engine's Chaos Vehicles! Chaos Vehicles are Unreal's physics-based vehicle system. We use original assets created specifically for this course, importing a sci-fi car and wheels into the engine. We use the engine's built-in rigging tools to create a skeleton and skin it to the mesh, before creating a fully-functional chaos vehicle. We end by implementing enter/leave functionality for the car, by migrating the vehicle into our Jetpack Journey project so Kix can enter and leave the vehicle. We learn:
Creation of Skeletal Meshes from Static Meshes
Rigging and skinning, creating a vehicle skeleton and physics asset
Creation of a fully-functional chaos vehicle with keyboard/mouse and console controller input (using Enhanced Input)
Coverage of Chaos Vehicle settings including torque/rpms, friction, front/rear/all-wheel drive, front/rear wheel steering, and more
Migrating the vehicle into our Jetpack project
Changing possession of Pawns/Characters to enter and exit the vehicle.
By the end of this course, you will have gone from absolute beginner to having intermediate/advanced skills. You will understand the principles necessary to create game projects on your own. You will have hands-on practice, as well as theoretical knowledge underlying every tool and concept used throughout this course.
You will also have access to our Druid Mechanics Discord Community, a community of over 23,000 students of all skill levels, all interacting, conversing, and helping each other throughout their game development journeys.
After this course, you will fully understand Unreal Engine's architecture and class hierarchy. If your aim is to develop your own games, or even to further your career or learning journey, or move on to tackle Unreal's C++ system, this course will prepare you and equip you with the skills needed to do so.
You will gain lifetime access to the course for a single, one-time fee. You will have access to all updates and patches made to the videos.
If you're ready to learn how to make your own games, this course is ready for you.
See you soon!
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Course curriculum
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Introduction to Unreal Engine
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Your First Challenge
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Installing the Engine
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Our First Project
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Editor Layout
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Play In Editor
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Manipulating Objects
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Perspective
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File Types
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Mesh Scale
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Materials
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Drone Material
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Assets on FAB
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Marketplace Assets
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Migrating Assets
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Vectors
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Vector Examples
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Vector Examples Practice
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Vector Operations
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Vector Operations Examples
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Vector Operations Practice
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Vector Magnitude
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Vector Magnitude Examples
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Vector Magnitude Practice
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Booleans and Branches
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Vector Normalization
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Vector Normalization Practice
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Delta Seconds
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Rotators
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Rotators Practice
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Multiple Materials Per Mesh
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Geting a Reference to the Pawn
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Interpolation
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Static Mesh Sockets
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Blaster Beam Mesh
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Spawning Actors
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Projectile Movement
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Blueprint Functions
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Niagara Systems
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Spawning Effects
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Meta Sounds
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Timers
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Hit Events
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Expose on Spawn
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Floating Spheres
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Rotating the Spheres
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Timelines with Float Curves
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Timelines with Vector Curves
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Sphere Spawner
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Overlap Events
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Game Mode
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Bad Bot Level
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Unreal Engine's Collision Framework
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Collision Complexity
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Queries
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Sweeeping Collisions
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Set Actor Location with Sweeping
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Collisions with Physics
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Collision with Movement Components
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Collision Callbacks
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Custom Collision Presets
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Custom Collision Object Types
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The Character Class
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Creating the Kix Character
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Kix Game Mode
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Camera and SpringArm
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Look Input Action
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Kix Player Controller
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WASD Movement
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Clean Nodes
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Jumping
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Console Controllers
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Animations
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Blendspaces
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State Machines
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Movement Parameters
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State Alias
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Skeletal Mesh Sockets
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Thruster Effect Components
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Activating Thrusters
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Thruster Sounds
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Flying Mode
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Thruster Movement Input
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Flying Blendspace
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Blend Poses vs State Machines
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Sound Notifies
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Jet Fuel
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Enforcing Jet Fuel
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Fuel Assets
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Jet Fuel Actor
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Refilling Jet Fuel
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Juicing it Up
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Widget Blueprints
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Fuel Bar
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Class Dependencies
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Updating the Fuel Bar
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Casting and Memory
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Texture Compression
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Soft References
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Platforms
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Pressure Plate
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Moving the Plate
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Interact Interface
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Floating Platform
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Ping Pong Platform
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Placing Items
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Packed Level Actors
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Win and Lose
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End Game Menu
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Menu Functionality
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Event Dispatchers
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Data Types
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The Construction Script
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Free 2D Assets
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Project Creation
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Sprites
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Flipbooks
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Paper Character
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Camera Settings
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Input
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PaperZD
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Locomotion
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Transitional Animations
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Sound Notifies
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Jump Sounds
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State Events
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Tilesets
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Tileset Layers
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Sort Priority
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2D Level
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Level and Adjustments
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Enemy Class
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Behavior Tree
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Behavior Tree Tasks
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Decorators
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Patrol Box Overlaps
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Services
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Custom Decorators
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Attack Task
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Skeleton Sounds
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Box Trace
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Anim Notifies
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Trace for Objects
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Hit React
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Disable Movement
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Hit React Effects
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Damage and Health
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Player Health Bar
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Updating the Health Bar
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Damage Numbers
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Attack Input Action
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Throttling Attacks
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Attack Combo
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Attack Count
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Attack Anim Array
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Structures - Attack Anim Data
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Reset Attack Variables
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RedHood Hit Boxes
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Skeletons Getting Hit
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Combat Effects
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Damage Numbers on Skellies
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Enemy Health Bars
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Enemy Death
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Assets
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Combining Static Meshes
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Adding a Skeleton
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Skinning the Mesh
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Vehicle Physics Asset
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Wheel Blueprints
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Torque Curve
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Animation Blueprint
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Vehicle Blueprint
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Vehicle Inputs
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Moving the Vehicle
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Migrating the Vehicle
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Interact Widget
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Interactables
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Interact
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Possessing the Vehicle
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Edge Cases
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Exiting the Vehicle
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Requirment
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No experience necessary. Start as an absolute beginner.
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A desire to learn how to make video games!
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A computer with internet access.
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Must meet the minimum system requirements to run Unreal Engine 5.
Outcomes
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Create complete games of different genres including flying shooters, 3D platformers, 2D side scrollers, and vehicles .
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Program gameplay with Blueprints, without needing to write code.
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Get free, high quality assets for levels, characters, props and effects into your game projects.
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Blueprint best practices for development, including optimization, speed, memory, and project structure.
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Unreal Engine's modeling and rigging tools.
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Create effects with Niagara Systems and MetaSounds.
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Understand Unreal Engine Materials and create Materials from pro texture maps.
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Manage dependencies, the impacts of Tick and Casting, async loading of assets, soft object references and soft class references.
Instructor
Nguyễn Đình Cường
1.2
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1 Student
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330 Courses
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1253 reviews
Xin chào các bạn, tôi là Nguyễn Đình Cường, một lập trình viên và giảng viên đam mê công nghệ với hơn 15 năm kinh nghiệm trong ngành công nghiệp phần mềm. Tôi tốt nghiệp từ Bưu Chính Viễn Thông và đã từng làm việc cho một số công ty công nghệ hàng đầu như FPT Software và VinGroup. Với chuyên môn chính là phát triển ứng dụng web, tôi đã làm việc với nhiều công nghệ như HTML, CSS, JavaScript, React cho front-end và Node.js, Express, MongoDB cho back-end. Không chỉ dừng lại ở việc viết mã, tôi còn yêu thích tìm hiểu sâu về thiết kế hệ thống và kiến trúc phần mềm. Tôi tin rằng quá trình học lập trình không chỉ đơn thuần là lý thuyết, mà còn là sự trải nghiệm thực tế và giải quyết vấn đề. Trong các khóa học của mình, tôi cố gắng cung cấp cho học viên những bài giảng thú vị và dễ hiểu, cùng với các bài tập thực hành giúp củng cố kiến thức. Tôi hy vọng rằng qua các khóa học của mình, bạn sẽ không chỉ học được cách viết mã, mà còn phát triển tư duy lập trình và kỹ năng giải quyết vấn đề. Hãy cùng nhau khám phá thế giới lập trình và biến ý tưởng của bạn thành hiện thực! Nếu bạn có bất kỳ câu hỏi nào, đừng ngần ngại liên hệ với tôi. Tôi rất vui được hỗ trợ bạn trong hành trình học tập của mình!
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