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Unreal FPS Development: Combat, AI, and UI Systems Course
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Unreal FPS Development: Combat, AI, and UI Systems Course

Build a complete first-person shooter from the ground up using Unreal Engine, covering combat systems, advanced AI, and a fully wired HUD. Master weapon architecture, Behaviour Trees, and UMG UI design through hands-on, project-based development. Every system is production-ready and portfolio-worthy.

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What you will learn:

  • Configure a professional FPS project with correct input bindings, camera rigs, and folder structure.

  • Build a data-driven weapon system with hitscan, projectile fire modes, and ADS transitions.

  • Implement a full damage pipeline including health components, armour mitigation, and ragdoll death.

  • Create reactive AI agents using Behaviour Trees, AI Perception, cover systems, and squad coordination.

  • Design a complete UMG HUD with dynamic crosshairs, minimap, ammo counters, and health displays.

  • Package and optimise a shippable FPS prototype with profiling tools and a polished game loop.

How you study practically Unreal FPS Development: Combat, AI, and UI Systems Course

How you practise Unreal FPS Development: Combat, AI, and UI Systems Course

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Course content

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

Chapter 1See details

Unreal Engine FPS Project Foundations

  • Lesson 1 • Blueprint vs. C++ Decision Framework

    Evaluate when to use Blueprints versus C++ for each system type in this course. Students apply a consistent decision rule throughout all subsequent chapters.

  • Lesson 2 • Version Control for Unreal Projects

    Integrate source control into the project workflow to protect work across all course modules. Students commit their initial project state before adding any gameplay code.

  • Lesson 3 • Engine Setup and Project Configuration

    Configure Unreal Engine for an FPS project, including input bindings and rendering settings. Correct setup here prevents rework in later chapters.

  • Lesson 4 • Core FPS Camera and Pawn Setup

    Build the first-person camera rig and base pawn class that all gameplay systems depend on. Proper pawn architecture ensures clean extension in future chapters.

Chapter 2See details

Player Movement and Character Controller

  • Lesson 1 • Character Movement Component Deep Dive

    Explore every relevant property of the Character Movement Component to tune FPS feel. Mastery here eliminates the need for custom physics hacks later.

  • Lesson 2 • Head Bobbing and Camera Shake

    Add procedural head bob and camera shake to reinforce movement feedback without nauseating players. These effects are later reused for weapon recoil.

  • Lesson 3 • Movement State Machine

    Formalise movement states into an enum-driven state machine to keep logic readable as complexity grows. This architecture is extended in the animation chapter.

  • Lesson 4 • Crouching and Capsule Resizing

    Implement smooth crouch transitions by interpolating capsule half-height and camera position. Correct collision handling prevents clipping through geometry.

  • Lesson 5 • Sprinting and Stamina System

    Add a sprint state gated by a stamina resource that regenerates over time. This pattern is reused for ability cooldowns in the combat chapter.

Chapter 3See details

Weapon System Architecture

  • Lesson 1 • Weapon Data Asset Design

    Store all weapon parameters in Data Assets to decouple data from logic. This separation allows designers to add weapons without touching code.

  • Lesson 2 • Ammo, Reloading, and Magazine Logic

    Track current and reserve ammo with a reload state that blocks firing. Correct state management here prevents desync bugs in multiplayer later.

  • Lesson 3 • Weapon Sway and Aim-Down-Sights

    Add procedural weapon sway driven by mouse delta and a smooth ADS transition that narrows FOV. These visual systems reinforce weapon weight and precision.

  • Lesson 4 • Hitscan and Projectile Fire Modes

    Implement both hitscan line-trace and physical projectile fire modes within the same weapon interface. Students choose the correct mode per weapon type based on gameplay needs.

  • Lesson 5 • Weapon Inventory and Equip System

    Manage a fixed-slot weapon inventory with equip and unequip animations. The inventory interface is extended in the UI chapter for the HUD display.

Chapter 4See details

Combat Systems and Damage Framework

  • Lesson 1 • Hit Reactions and Ragdoll Death

    Trigger directional hit reaction animations and transition to physics ragdoll on death. Visual feedback confirms hits and reinforces combat impact.

  • Lesson 2 • Combat Feedback and Hit Markers

    Add screen-space hit markers, damage numbers, and directional damage indicators to close the combat feedback loop. These UI elements are wired to the HUD chapter.

  • Lesson 3 • Explosive and Area Damage

    Implement radial damage with falloff for grenades and explosive projectiles. Falloff curves allow designers to tune lethality without code changes.

  • Lesson 4 • Unreal Damage System Integration

    Use Unreal's built-in Apply Damage pipeline to route all damage through a single interface. Centralising damage enables easy modifiers and logging.

  • Lesson 5 • Health and Armour Component

    Create a reusable Health Component that handles damage absorption, armour mitigation, and death events. Both player and AI actors share this component.

Chapter 5See details

AI Perception and Behaviour Trees

  • Lesson 1 • Patrol, Chase, and Attack States

    Compose patrol waypoint following, player chase, and attack sequences into a single Behaviour Tree. State transitions are driven by Blackboard perception keys.

  • Lesson 2 • AI Controller and Blackboard Setup

    Configure an AI Controller with a Blackboard to store shared knowledge between the tree and the environment. The Blackboard is the data backbone for all AI decisions.

  • Lesson 3 • AI Perception: Sight and Hearing

    Configure sight and hearing senses on the AI Perception Component to detect the player. Perception events update Blackboard keys that drive tree transitions.

  • Lesson 4 • AI Difficulty and Reaction Tuning

    Expose reaction time, accuracy, and aggression as tunable parameters to support multiple difficulty levels. Designers adjust difficulty without modifying tree logic.

  • Lesson 5 • Behaviour Tree Task and Service Nodes

    Author custom Task and Service nodes in Blueprint to extend the Behaviour Tree beyond built-in nodes. Reusable nodes reduce duplication across multiple AI archetypes.

Chapter 6See details

Advanced AI: Cover, Squads, and Navigation

  • Lesson 1 • Squad AI and Role Assignment

    Coordinate multiple AI agents through a Squad Manager that assigns roles such as flanker, suppressor, and medic. Role-based coordination creates emergent tactical behaviour.

  • Lesson 2 • Environment Query System for AI Decisions

    Use the Environment Query System to let AI evaluate spatial options such as flanking routes and retreat positions. EQS queries replace hard-coded position logic.

  • Lesson 3 • AI Animation and Locomotion Integration

    Drive AI skeletal mesh animations from movement speed and combat state using an Animation Blueprint. Animated AI reads as more believable and responsive.

  • Lesson 4 • NavMesh Configuration and Dynamic Obstacles

    Tune the Navigation Mesh for indoor FPS environments and handle dynamic obstacles at runtime. Correct NavMesh setup is a prerequisite for all movement tasks in this chapter.

  • Lesson 5 • Cover System Design and Integration

    Build a cover point actor system that AI queries to find safe positions relative to the player. Cover usage elevates AI from simple chasing to tactical positioning.

Chapter 7See details

HUD and In-Game UI Systems

  • Lesson 1 • Minimap and Objective Tracker

    Render a top-down minimap using a Scene Capture Component and overlay objective markers on it. The minimap updates dynamically as the player and objectives move.

  • Lesson 2 • Health and Armour HUD Display

    Wire the Health Component's broadcast events to animated progress bars and numeric labels on the HUD. Real-time feedback confirms damage and healing to the player.

  • Lesson 3 • UMG Widget Architecture and Best Practices

    Structure UMG widgets with a clear parent-child hierarchy and event-driven data binding. Good architecture prevents spaghetti widget graphs in later sections.

  • Lesson 4 • Ammo Counter and Weapon Info Display

    Show current magazine count, reserve ammo, and active weapon icon, updating on every weapon event. This section connects the weapon inventory system to the UI layer.

  • Lesson 5 • Crosshair and Reticle System

    Build a dynamic crosshair that expands on movement and contracts on ADS, giving accuracy feedback. Crosshair state is driven by the movement state machine from Chapter 2.

Chapter 8See details

Game Loop, Menus, and Polish

  • Lesson 1 • Performance Profiling and Optimisation

    Use Unreal's profiling tools to identify and fix CPU and GPU bottlenecks before final delivery. Optimisation ensures the prototype runs at target frame rate on minimum hardware.

  • Lesson 2 • Main Menu and Level Loading

    Build a main menu with play, settings, and quit options that loads levels asynchronously. Async loading prevents hitches when transitioning from menu to gameplay.

  • Lesson 3 • Game Mode and Win/Loss Conditions

    Define win and loss rules in the Game Mode class and broadcast outcomes to all listening systems. Clear game state management prevents undefined behaviour at round end.

  • Lesson 4 • Audio Design and Sound Cue Integration

    Integrate weapon, footstep, ambient, and UI sounds using Sound Cues and an Audio Manager. Layered audio dramatically improves perceived game quality.

  • Lesson 5 • Pause Menu and Input Mode Switching

    Implement a pause menu that suspends gameplay, shows options, and restores input correctly on resume. Input mode errors are a common source of post-pause bugs.

Certification

Your valid completion certificate

This course is for you:

  • Indie developer: wants to ship a polished FPS game independently.

  • Game design student: needs real project experience beyond classroom theory.

  • Unity developer: ready to transition skills into the Unreal Engine ecosystem.

  • Hobbyist programmer: passionate about shooters and eager to build one.

  • Junior developer: looking to specialise in gameplay and AI systems.

  • Career changer: entering the games industry from a software development background.

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