This course will guide you through the process of crafting the foundation of a multiplayer survival game with Unreal Engine 5. We will start with the essentials, such as thinking out the architecture and setting up a map. From there, we will dive into the technical aspects, exploring the world of Unreal Engine’s visual scripting through blueprints. You will gain proficiency in functions, macros, interfaces, variables, networking, and a wealth of other crucial concepts. Get prepared for this exciting journey ahead! Please feel free to check out the curriculum to see what will be covered. I have made a couple of videos open for everyone so they can check the quality that they can expect. During this course you will be quizzed for optimizing engagement and improving the learning experience. If you have passed the quizzes, you will gain a certificate in the end of this course. Alongside this course you can engage in our Discord Community to discuss the contents of the course together. I hope you like it! Always feel free to reach out. With kind regards, Eric Note: This course is currently in Early access. I will upload new videos at a rapid rate.
Curriculum
- 20 Sections
- 202 Lessons
- Lifetime
- Getting Started7
- Architecture7
- 2.1Intro5 Minutes
- 2.2Systems9 Minutes
- 2.3Data flow20 Minutes
- 2.4Abstract Classes and Dynamic Dispatching – Intro2 Minutes
- 2.5Abstract Classes and Dynamic Dispatching – Generic Explanation18 Minutes
- 2.6Abstract Classes and Dynamic Dispatching – Use of Macros to access Abstract Components5 Minutes
- 2.8Abstract Classes and Dynamic Dispatching Quizz3 Questions
- Project Setup8
- Map22
- 4.1Intro3 Minutes
- 4.2Intro – Result of this chapter1 Minute
- 4.3Landscape – Add Landscape2 Minutes
- 4.4Landscape – Heightmap Generators2 Minutes
- 4.5Landscape – Importing Heightmap3 Minutes
- 4.6Landscape – Centering the map4 Minutes
- 4.7Auto Landscape Material – intro5 Minutes
- 4.8Auto Landscape Material – Folders4 Minutes
- 4.9Auto Landscape Material – Slope Mask13 Minutes
- 4.10Auto Landscape Material – BlendOnHeight13 Minutes
- 4.11Auto Landscape Material – Macro Variation6 Minutes
- 4.12Auto Landscape Material – Material Master18 Minutes
- 4.13Auto Landscape Material – Getting Meshes and Materials6 Minutes
- 4.14Auto Landscape Material – Finalizing Landscape Master Material19 Minutes
- 4.15Auto Landscape Material – Adding Grass Foliage8 Minutes
- 4.16Auto Landscape Material – Outro2 Minutes
- 4.17Ambiance – Post process Lightning Fog Clouds Skylight9 Minutes
- 4.18Water – Adding Water Volume7 Minutes
- 4.19Example Assets – Sources3 Minutes
- 4.20Example Assets – Placing Assets14 Minutes
- 4.21Example Assets – Background Sound2 Minutes
- 4.22Map Quiz5 Questions
- Locomotion11
- 5.1Intro3 Minutes
- 5.2Intro – Result of this chapter1 Minute
- 5.3Character – Importing Custom Character6 Minutes
- 5.4Character – Drive Animation of Default UE Character15 Minutes
- 5.5Extended Movement Component – Intro3 Minutes
- 5.6Extended Movement Component – Creating Input Mappings and Input Actions7 Minutes
- 5.7Extended Movement Component – Creating the InputMapping function and Actor Components40 Minutes
- 5.8Extended Movement Component – Adding Disable Movement Boolean7 Minutes
- 5.9Extended Movement Component – Montages and Animation Sequences10 Minutes
- 5.10Sources – Mixamo Lyra and More4 Minutes
- 5.11Locomotion Quiz5 Questions
- Dynamic Footstep System9
- 6.1Intro4 Minutes
- 6.2Intro – Result of this chapter2 Minutes
- 6.4Preperations – Physical Surfaces6 Minutes
- 6.5Preperations – Sounds8 Minutes
- 6.6Animation Nofity13 Minutes
- 6.7Footstep Component – Preparing Footstep Component10 Minutes
- 6.8Footstep Component – Trace function12 Minutes
- 6.9Footstep Component – Spawn Sound9 Minutes
- 6.10Landscape Physical Material Output8 Minutes
- Menu12
- 7.1Intro11 Minutes
- 7.2Intro – Result of this chapter2 Minutes
- 7.3Preperations – Plugin and UI Files4 Minutes
- 7.4Preperations – Button and Text Styles16 Minutes
- 7.5Preperations – Menu Map and adding UI14 Minutes
- 7.6Preperations – Open In-Game Menu25 Minutes
- 7.7Reuseable Widgets – Buttons38 Minutes
- 7.8Reuseable Widgets – Confirm Dialogue17 Minutes
- 7.9Main Menu – Setting Widget39 Minutes
- 7.10Main Menu – Options11 Minutes
- 7.11Main Menu – Main Menu Widget19 Minutes
- 7.12Main Menu – In-Game Menu Widget13 Minutes
- Replication Subsystem4
- Interaction System11
- 9.1Intro7 Minutes
- 9.2Intro – Result of this chapter1 Minute
- 9.3Preperations – Creating the Components3 Minutes
- 9.4Preperations – Custom Collision Channel3 Minutes
- 9.5Preperations – Interact Interface9 Minutes
- 9.6Preperations – Example Interaction Objects7 Minutes
- 9.7Preperations – Interaction Input Mapping7 Minutes
- 9.8Interaction Component – Interaction Trace17 Minutes
- 9.9Interaction Component – Interaction Trace Function32 Minutes
- 9.10Interaction Component – Turning on Off Lights9 Minutes
- 9.11Interaction Component – Try Interact Function and finishing up20 Minutes
- Attribute Manager11
- 10.1Intro5 Minutes
- 10.2Intro – Result of this chapter2 Minutes
- 10.3Preperations – Creating Attribute Components and set Variables10 Minutes
- 10.4Preperations – Component Macro13 Minutes
- 10.5UI – Progressbar24 Minutes
- 10.6UI – Progressbars in HUD9 Minutes
- 10.7UI – Bind Values from component to UI9 Minutes
- 10.8Update Non Persistant Attributes – Change by Amount24 Minutes
- 10.9Update Non Persistant Attributes – On Change Health Hydration and Food7 Minutes
- 10.10Update Non Persistant Attributes – On Damage14 Minutes
- 10.11Update Non Persistant Attributes – Update on Timer10 Minutes
- Ragdoll System5
- Respawn System7
- Inventory System25
- 13.1Intro4 Minutes
- 13.2Intro – Result of this chapter2 Minutes
- 13.3Architecture – UI9 Minutes
- 13.4Architecture – Datamodel17 Minutes
- 13.5Architecture – Functions16 Minutes
- 13.6Preperations – Components and Macros5 Minutes
- 13.7Preperations – Datamodel23 Minutes
- 13.8Preperations – Get Item Info from Inventory Slot6 Minutes
- 13.9Preperations – Filling in the datatable7 Minutes
- 13.10Pickup Master – Creating and implementing Pickup Master14 Minutes
- 13.11UI – Preperations12 Minutes
- 13.12UI – Inventory Panel11 Minutes
- 13.13UI – Inventory Slot19 Minutes
- 13.14UI – Adding slots to Inventory Grid and initialize40 Minutes
- 13.15Inventory Functions – Intro4 Minutes
- 13.16Inventory Functions – Try Add Item to Inventory Automatically27 Minutes
- 13.17Inventory Functions – Drag and Drop – Move item to slot index42 Minutes
- 13.18Inventory Functions – Update UI13 Minutes
- 13.19Inventory Functions – Inventory Action – Consume19 Minutes
- 13.20Inventory Functions – Inventory Action – Drop14 Minutes
- 13.21Inventory Functions – Inventory Replication16 Minutes
- 13.22Interact Location – Storage Chest Preperation5 Minutes
- 13.23Interact Location – Storage Chest UI5 Minutes
- 13.24Interact Location – Closing UI and testing replication13 Minutes
- 13.25Outro – Recap2 Minutes
- Crafting System13
- 14.1Intro2 Minutes
- 14.2Intro – Result of this chapter1 Minute
- 14.3Architecture9 Minutes
- 14.4Preperations – Components Macros and Datamodel8 Minutes
- 14.5UI – Crafting Panel List and Recipe Slot32 Minutes
- 14.6UI – Generating Crafting Recipe slots11 Minutes
- 14.7UI – Crafting Progressbar5 Minutes
- 14.8Functions – Crafting Base Logic24 Minutes
- 14.9Functions – Whole array of items can be found in inventory13 Minutes
- 14.10Functions – Remove items automatically6 Minutes
- 14.11Functions – Debugging11 Minutes
- 14.12Replication – Set variables to replicate2 Minutes
- 14.13Outro – Recap4 Minutes
- Equipment Manager13
- 15.1Intro3 Minutes
- 15.2Intro – Result of this chapter2 Minutes
- 15.3Architecture – Datamodel and functions8 Minutes
- 15.4Preperations – Components and Macros9 Minutes
- 15.5Preperations – Datamodel13 Minutes
- 15.6UI – Equipment Slot15 Minutes
- 15.7Equipment Functions – Get Equipment info from inventory slot5 Minutes
- 15.8Equipment Functions – Equip12 Minutes
- 15.9Equipment Functions – Equip Visually13 Minutes
- 15.10Equipment Functions – Unequip6 Minutes
- 15.11Equipment Functions – Excecute Action on Equipment10 Minutes
- 15.12Equipment Functions – Equip on drop Equipment slot3 Minutes
- 15.13Replication13 Minutes
- Combat7
- Treecutting10
- 17.1Intro6 Minutes
- 17.2Intro – Result of this chapter2 Minutes
- 17.3Architecture – Setting up and introduction7 Minutes
- 17.4Treecutting Functions – Material Offset Mask16 Minutes
- 17.5Treecutting Functions – Initialization18 Minutes
- 17.6Treecutting Functions – On Damage apply mask14 Minutes
- 17.7Treecutting Functions – Process Hit – Apply Hit and Adapt Mask8 Minutes
- 17.8Treecutting Functions – Process Hit – Split Tree29 Minutes
- 17.9Finishing up – Mask adaption Placement in the world and Replication10 Minutes
- 17.10Finishing up – Spawn Hit Sounds and Fall Sound8 Minutes
- Building System17
- 18.1Intro6 Minutes
- 18.2Intro – Result of this chapter2 Minutes
- 18.3Architecture – Core Principles8 Minutes
- 18.4Architecture – Datamodel7 Minutes
- 18.5Architecture – Functions11 Minutes
- 18.6Preperations – Components Blueprints and Macros8 Minutes
- 18.7Preperations – Datamodel3 Minutes
- 18.8Preperations – Filling in Datamodel17 Minutes
- 18.9Preperations – Configure Modular Buildables20 Minutes
- 18.10Preperations – Craft and Try place buildable9 Minutes
- 18.11Building Functions – Start and Stop Buildmode29 Minutes
- 18.12Building Functions – Trace Build Location19 Minutes
- 18.13Building Functions – Spawn Buildable13 Minutes
- 18.14Building Functions – Detect Snapping Points31 Minutes
- 18.15Building Functions – Check for Overlap12 Minutes
- 18.16Building Functions – Close UI after start buildmode4 Minutes
- 18.17Outro5 Minutes
- Basic AI7
- 19.1Intro2 Minutes
- 19.2Intro – Result of this chapter2 Minutes
- 19.3Preperations – Files and ABP13 Minutes
- 19.4Preperations – Setting up the AI Architecture – BB BT AIC and Char13 Minutes
- 19.5Preperations – Setting Blackboard Values12 Minutes
- 19.6Implementation – Creating behaviour tree18 Minutes
- 19.7Implementation – Attack and Finishing up11 Minutes
- Finishing up and Recommendations1
Requirements
- Able to listen and read in English
- A PC that can run UE5
- It is assumed you have basic understanding of Unreal Eninge 5 and programming experience. If not, please check out the UE5 Basics Course.
Target audiences
- Intermediates which would like to get a refresher and learn tips and tricks which they probably did not know off.
- Aspiring Game Developers
- Game developers whom want to understand the core principles of building a survival game framework.