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Unreal Engine 5 course
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Unreal Engine 5 course

Master Unreal Engine 5 from the ground up and build real, shippable games. This course covers everything from level design and materials to Blueprints, animation, AI, and multiplayer networking. You will work with UE5's most powerful tools — Lumen, Nanite, Niagara, and Sequencer — and finish with a fully packaged project ready for distribution.

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What you will learn:

You will start by setting up UE5 and learning the editor inside out, then move into building levels, creating physically based materials, and lighting scenes with Lumen. From there, you will write gameplay logic with Blueprints, animate characters with state machines, and design complete systems for health, inventory, and UI. Advanced topics include Niagara VFX, cinematic Sequencer workflows, multiplayer replication, and NPC behaviour trees. You will also learn how to profile your project, apply Nanite and LOD strategies, and package a final build for your target platform.

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Course content

8 Chapters • 39 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Getting Started with Unreal Engine 5

  • Lesson 1 • Understanding the UE5 Interface

    Introduces the Viewport, Outliner, Details panel, and Content Browser. Familiarity with these panels is required for all editing tasks in later chapters.

  • Lesson 2 • Viewport Navigation and Editor Modes

    Teaches perspective and orthographic views, editor modes, and pilot mode. Efficient navigation directly accelerates every level-building task ahead.

  • Lesson 3 • Installing and Configuring UE5

    Covers Epic Games Launcher setup, engine version management, and hardware requirements. Establishes the technical baseline every subsequent workflow depends on.

  • Lesson 4 • Project Structure and File Management

    Explains folder conventions, asset naming standards, and project settings. Proper organization prevents asset conflicts throughout the entire course.

Chapter 2See details

Actors, Transforms, and Level Building

  • Lesson 1 • Prototyping with BSP and Geometry Brushes

    Demonstrates additive and subtractive BSP brushes for rapid blockout. Blockout skills accelerate level design iteration before final assets are ready.

  • Lesson 2 • Transform Tools and Snapping

    Teaches move, rotate, and scale gizmos alongside grid and angle snapping. Precise transforms are essential for professional-quality level layouts.

  • Lesson 3 • Working with Static Mesh Actors

    Introduces static meshes, collision settings, and LOD awareness. Static meshes are the primary building block for environments in UE5.

  • Lesson 4 • Organizing Levels with Folders and Layers

    Explains actor folders, data layers, and level streaming basics. Good organization scales to large productions covered in advanced chapters.

  • Lesson 5 • Placing and Selecting Actors

    Covers drag-and-drop placement, the Place Actors panel, and multi-selection techniques. These skills form the basis of all level construction workflows.

Chapter 3See details

Materials and Textures in UE5

  • Lesson 1 • Physically Based Rendering Concepts

    Explains base colour, metallic, roughness, and normal map inputs. PBR principles ensure materials look correct under any lighting condition built later.

  • Lesson 2 • Advanced Material Techniques

    Introduces blended materials, vertex painting, and emissive surfaces. These techniques expand visual fidelity for environments built in later chapters.

  • Lesson 3 • Texture Importing and Compression

    Covers texture import settings, compression formats, and mip-map generation. Correct settings prevent visual artifacts and maintain performance in-engine.

  • Lesson 4 • Material Editor Fundamentals

    Introduces the node-based Material Editor, output pins, and preview controls. Understanding the editor layout is prerequisite to all material authoring tasks.

  • Lesson 5 • Material Instances and Parameters

    Teaches creating material instances and exposing scalar and vector parameters. Instances enable rapid variation without recompiling the parent shader.

Chapter 4See details

Lighting and Atmosphere in UE5

  • Lesson 1 • Post-Process Volume and Colour Grading

    Introduces Post-Process Volume settings for exposure, bloom, and colour grading. Post-processing finalizes the visual tone established by the lighting setup.

  • Lesson 2 • Sky Atmosphere and HDRI Backdrops

    Teaches Sky Atmosphere actor, Sky Light, and HDRI backdrop setup. Accurate sky simulation is critical for exterior scenes and time-of-day effects.

  • Lesson 3 • Shadows and Performance Optimisation

    Covers shadow map resolution, virtual shadow maps, and distance field shadows. Balancing shadow quality and performance is essential for real-time projects.

  • Lesson 4 • Light Actor Types and Properties

    Covers directional, point, spot, and rect lights and their key properties. Selecting the correct light type is foundational to every lighting scenario.

  • Lesson 5 • Lumen Global Illumination and Reflections

    Explains Lumen's real-time GI and reflection system and its project settings. Lumen is UE5's primary lighting solution and affects all subsequent rendering work.

Chapter 5See details

Blueprints Visual Scripting Essentials

  • Lesson 1 • Functions, Macros, and Custom Events

    Teaches creating reusable functions, macros, and custom events with parameters. Modular logic reduces duplication across the gameplay systems built later.

  • Lesson 2 • Blueprint Classes and the Event Graph

    Introduces Actor Blueprints, the Event Graph, and core execution events. The Event Graph is the entry point for all Blueprint logic created in this chapter.

  • Lesson 3 • Player Input and Pawn Control

    Implements Enhanced Input actions, axis mappings, and basic pawn movement. Input handling is the foundation of all player-controlled gameplay mechanics.

  • Lesson 4 • Collision, Overlap, and Hit Events

    Covers collision channels, overlap events, and hit responses in Blueprints. These events drive pickups, triggers, and damage systems in later chapters.

  • Lesson 5 • Variables, Data Types, and Casting

    Covers Boolean, integer, float, vector, and object reference variables. Proper variable use and casting enable communication between Blueprint classes.

Chapter 6See details

Animation and Character Setup

  • Lesson 1 • Animation Blueprint and State Machines

    Builds an Animation Blueprint with a locomotion state machine and blend spaces. State machines manage transitions between idle, walk, run, and jump states.

  • Lesson 2 • Animation Sequences and Montages

    Covers importing animation clips, trimming, and creating Animation Montages. Montages enable triggered actions like attacks and interactions in gameplay.

  • Lesson 3 • Skeletal Meshes and Skeleton Assets

    Explains skeletal mesh import, skeleton assets, and retargeting basics. A correctly configured skeleton is required before any animation can be applied.

  • Lesson 4 • Character Blueprint Integration

    Connects the Animation Blueprint to a Character Blueprint with a camera and spring arm. Integration produces the complete playable character used in later levels.

  • Lesson 5 • Control Rig and Procedural Animation

    Introduces Control Rig for IK, foot placement, and procedural adjustments. Procedural corrections make characters respond naturally to uneven terrain.

Chapter 7See details

Gameplay Systems and UI Development

  • Lesson 1 • Inventory and Item Pickup Systems

    Builds a data-driven inventory using Data Tables and pickup actor Blueprints. Data Tables allow designers to add items without modifying Blueprint logic.

  • Lesson 2 • Menus, Pause Screens, and Game Flow

    Implements main menu, pause, and game-over screens with level transition logic. Complete game flow is required for the polished project deliverable.

  • Lesson 3 • Game Mode, Game State, and Player State

    Explains the roles of Game Mode, Game State, and Player State classes. These classes form the architectural backbone of every UE5 gameplay system.

  • Lesson 4 • Health, Damage, and Death Systems

    Implements a health component, damage application, and death event handling. Damage systems are reusable across enemies and players in the final project.

  • Lesson 5 • UMG Widget Blueprints and HUD

    Creates HUD widgets for health bars, ammo counters, and crosshairs using UMG. Binding widget properties to gameplay variables keeps the UI reactive.

Chapter 8See details

Optimisation, Packaging, and Deployment

  • Lesson 1 • Memory and Asset Optimisation

    Audits texture memory, reduces overdraw, and applies asset streaming settings. Memory budgets are critical for console and mobile deployment targets.

  • Lesson 2 • Nanite and Virtual Geometry Optimisation

    Enables Nanite on high-poly meshes and configures fallback settings. Nanite eliminates traditional LOD overhead for supported static geometry.

  • Lesson 3 • Packaging and Platform Deployment

    Configures packaging settings, cook maps, and platform SDKs for final builds. A correctly packaged build is the deliverable that ends the core curriculum.

  • Lesson 4 • Level of Detail and Culling Strategies

    Configures mesh LODs, Hierarchical LOD, and occlusion culling settings. These techniques reduce GPU load without visible quality loss at runtime.

  • Lesson 5 • Profiling with Unreal Insights and Stat Commands

    Uses Unreal Insights, stat commands, and the GPU Visualizer to identify bottlenecks. Profiling data drives every optimisation decision made in this chapter.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring game developers: eager to build real games using professional-grade tools.

  • Hobbyist creators: ready to move beyond simple engines into serious production workflows.

  • 3D artists: wanting to bring their models into an interactive, real-time development environment.

  • Career changers: targeting the games industry from adjacent creative or tech fields.

  • Film and media students: exploring real-time cinematics and virtual production pipelines.

  • Indie developers: aiming to solo-produce a complete, distributable game project.

What our students say

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