Course Information
Course Overview
Learn everything about Unreal Engine 5 and blueprint scripting (create GTA5 style game from scratch)
Do you want to become the master of Unreal Blueprint visual scripting?
Do you aspire to create a game like GTA5?
Unreal Engine 5 is the world's most open and advanced real-time 3D creation tool for game development. This engine is renowned for creating games such as Fortnite, PUBG, Borderlands 3, Observer, and Star Wars Jedi: Fallen Order.
In this course, I will start with the basics and progress step by step, covering everything you need to know to develop a game like GTA5.
We will design a complete and vast city, create a shooter character, and develop weapon systems for three different firearms (Pistol, Rifle, and Sniper). We will also create AI enemies, a chaos-driven car system, AI-controlled cars, game user interface, game modes, and rules. The best part? You'll accomplish all of this using Blueprints, so no prior experience in programming or C++ is necessary.
All the necessary assets will be provided, ensuring you can easily follow along.
In this course, we will cover:
Unreal Engine 5 Basics: A comprehensive guide for beginner game developers.
Blueprint Scripting Basics: I will cover all the fundamental types and components of Blueprint scripting in UE5.
How Blueprints Work: Understand the logic behind Blueprint scripting and create your own game logic.
Creating a City Map: Develop a complete and expansive city for your game.
Shooter Game Development: Start building a shooter game from scratch, beginning with a blank project and character class.
Weapons: Implement a comprehensive weapon system for three different firearms (Pistol, Rifle, and Sniper), covering shooting, ammo count, reloading, aiming, and more.
Game UI: Design a complete game user interface displaying weapon information, health bars, and enemy count.
AI Shooter Enemies: Implement AI controllers, Behavior Trees, Blackboards, BTTasks, BTServices, BTDecorators, random location finding, player chasing, and shooting logic.
AI People: Create four different AI-controlled characters, set up patrolling points, and enable them to run when they receive damage.
Chaos Vehicles (Drivable Cars): Develop fully functional drivable cars using the Chaos system in UE5.
AI Cars: Use spline paths, implement stop-go functionality, enable cars to stop if obstacles are in front, and allow dynamic possession and exit of cars during runtime.
Traffic Lights: Design a complete traffic light system that halts AI cars and pedestrians when the light is red.
Gun and Health Pickups
Game Modes and Rules
Packaging the Final Project
Course Content
- 11 section(s)
- 115 lecture(s)
- Section 1 Introduction
- Section 2 Unreal Engine 5 Basics
- Section 3 Unreal Blueprint scripting basics
- Section 4 Creating Game City
- Section 5 Shooter Player
- Section 6 Game UI
- Section 7 AI Enemy
- Section 8 AI people
- Section 9 Chaos Cars
- Section 10 AI Cars
- Section 11 Final steps
What You’ll Learn
- Unreal Engine 5 Basics: Everything you need to know about Unreal Engine 5 as a beginner game developer, Blueprint scripting basics: I will cover all the basics, types and components of blueprints scripting in UE5, How blueprints work: I will explain the logic of blueprint scripting and creating your own game logic, Creating a city map: we will create a complete and big city for game., Shooter game: we will start creating a shooter game from scratch (blank project and character class), Weapons: a complete weapon system for three different weapons (Pistol, Rifle and Sniper) like: Shooting, Ammo count, Reloading, Aiming..., Game UI: complete game user interface with weapon info, health bar and enemy count, AI shooter enemy: AI controller, Behavior Tree, Blackboard, BTTasks, BTServices, BTDecorators, finding random locations, Chasing player, Shooting ..., AI people: 4 different people controlled by AI controller, Patrolling points, run while receive damage, Chaos Vehicles (Drivable cars): Complete Drivable cars using Chaos system in UE5, AI cars: using spline, Stop - Go function, stop if something is in front of that, Possess and exit the car at runtime, Traffic lights: complete traffic light system, stop AI cars and people if traffic light is red, Gun and Health pickups, Game mode and rules, Package the final project
Skills covered in this course
Reviews
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MMark Kinsman
good so far
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SSegun
very detailed and well explained it give me full understanding and confidence on how to make my own game it also helped me on my ongoing game project.
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TTom H
I approached this series from an intermediate level. I have done many courses like this one in udemy and elsewhere. Generally I would say that this is a good primer to show what Unreal 5 is able to do and answers many questions as how to approach things. Also if all you want to do is create a game exactly like the one the instructor teaches to make then you will be happy with this. At times I found the course very stressful because the very messy code was difficult to understand. In many instances the instructor doesnt explain what he is teaching us to do or what specific nodes or features do, so I found myself just clicking buttons and dragging wires and learning nothing along the process. The instuctor also zooms in to the screen so it makes it difficult to see the whole of the blueprint code to allow me to see if I had created things perfectly. He also moves around very quickly so it can be hard to follow. I made a lot of mistakes because of both these reasons and still have a lot of code that doesn't work. I did try to ask a question for help and the instructor did reply in a friendly and helpful manner, but I am now done with the series and the problems are still not solved. I should also note that my frustrations were added to by the fact that the instructor makes many mistakes continuously and rather than editting them out lets us waste our time making the same mistakes and having to go back and fix them alongside the instructor. This can be useful to show us coding practices but most time they are very simple errors that rarely teach anything. For example at one point we begin making a function and having to remake it as a macro because the instructor forgot we cannot use a delay in a function). The instructor provides us with a lot of assets which saves the effort having to find things to use. However I didnt like how they were managed. Names for models, images and animations were unintuitive and didnt adhere to any kind of convention. Most of the assets provided are difficult to use. The road tiles were terrible to work with so I had to make my own. I shouldn't have to do that. The instructor also works with a traffic light at one point but does not provide it or give any link to it. The instructor also includes car models that are static meshes not skeletal meshes which are what are needed for the project, so were unusuable as far as I could see. (If there is a way to convert a static mesh into a skeletal mesh it wasn't taught). Everything in the project uses a lot of inheritance which was a useful thing to learn about. I did find that because it was incorporated in early stages, if one thing breaks many other things break and is more difficult to work out. Perhaps this could have been broken down into steps more? There are a lot of features to learn in this course and there is a wealth of knowledge here. I would have prefered each section to be more self contained however. If I want to begin in the middle I should be able to but because many game features are dependent on others to work it is impossible to do this. A lot of the learning happens in the first section rather than teaching us as we progress, which is nice to have as a concise reference. However occasionally the instructor would later add a feature to the project referring to something that had already been taught but by that time I had completely forgotten how it worked. I would have prefered that the instructor repeated the process rather than expecting us to just remember it. Repetition is great for learning. I hope that the instructor takes note of my concerns and uses them constructively for any future courses. I did learn a few new things such as animation blueprint and blend space techniques. It was also nice to have cars and pedestrians working together with a traffic light system too.
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CChaidar Aghiya
the blueprint Hard to Follow or maybe tricky or error . sadly never get understand . I'll change rating if this my mistake . for now not recommended for newbee