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Unreal Engine Course
More than 2 million students worldwide

Unreal Engine Course

Master Unreal Engine from the ground up and build real, playable games with professional-grade visuals and systems. This course covers everything from Blueprints and materials to AI, animation, and multiplayer networking. You'll finish with the hands-on skills studios actually hire for.

Dedika for businesses

What you will learn:

You'll learn to navigate the Unreal Engine editor and structure projects the right way from day one. You'll write game logic using Blueprints, create physically based materials, and set up dynamic lighting with Lumen. The course covers character animation, AI behavior trees, and multiplayer replication so your games feel complete and polished. You'll also build full HUD and inventory systems using UMG Widget Blueprints. By the end, you'll know how to optimize, package, and deploy your project to real target platforms.

How you study in practice Unreal Engine Course

How you practice Unreal Engine Course

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Course content

8 Chapters • 38 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Introduction to Unreal Engine

  • Lesson 1 • Understanding the Project Structure

    Explains folder conventions, asset types, and the relationship between levels and maps. Proper structure prevents asset management issues in later projects.

  • Lesson 2 • Installing and Configuring Unreal Engine

    Covers Epic Games Launcher setup, engine version selection, and project templates. Establishes the working environment for all subsequent chapters.

  • Lesson 3 • Navigating the Editor Interface

    Introduces the Viewport, Content Browser, Outliner, and Details panel. Students gain fluency in the core UI panels used throughout the course.

  • Lesson 4 • Creating and Managing Levels

    Teaches level creation, world settings, and basic actor placement. Students produce a functional empty level ready for content.

Chapter 2See details

Core Blueprints and Scripting Fundamentals

  • Lesson 1 • Blueprint Classes and the Event Graph

    Covers Blueprint class types, the Event Graph canvas, and execution flow. Connects visual scripting concepts to the actors placed in Chapter 1.

  • Lesson 2 • Variables, Data Types, and Casting

    Teaches declaring variables, common data types, and casting between object types. Proper typing prevents runtime errors in complex logic.

  • Lesson 3 • Blueprint Communication Patterns

    Covers direct references, casting, interfaces, and the Event Dispatcher pattern for inter-Blueprint communication. Enables scalable multi-actor interactions.

  • Lesson 4 • Debugging and Profiling Blueprints

    Introduces breakpoints, print strings, and the Blueprint debugger to identify logic errors. Students develop systematic troubleshooting habits early.

  • Lesson 5 • Functions, Macros, and Event Dispatchers

    Explains reusable logic blocks through functions, macros, and event dispatchers. Students modularize code to reduce duplication across Blueprints.

Chapter 3See details

Materials and Shaders

  • Lesson 1 • Material Instances and Parameters

    Teaches creating Material Instances from parent materials and exposing scalar and vector parameters. Instances enable efficient variation without recompilation.

  • Lesson 2 • Advanced Material Techniques

    Explores blend modes, opacity masking, emissive surfaces, and vertex color blending. Students create complex surfaces needed for environment art.

  • Lesson 3 • Textures and UV Mapping

    Covers texture import settings, UV coordinate nodes, and tiling. Correct UV setup is essential for realistic surface detail.

  • Lesson 4 • Material Editor Fundamentals

    Introduces the Material Editor canvas, output nodes, and shading models. Connects surface appearance to the actors placed in earlier chapters.

Chapter 4See details

Lighting and Rendering Pipelines

  • Lesson 1 • Light Types and Properties

    Covers Directional, Point, Spot, and Rect lights along with their mobility settings. Light mobility determines which rendering pipeline is used.

  • Lesson 2 • Rendering Performance Optimization

    Teaches GPU profiling, draw call reduction, and scalability settings. Students balance visual quality against target hardware performance.

  • Lesson 3 • Baked Lighting with Lightmass

    Explains Lightmass settings, lightmap UV requirements, and building lighting. Baked lighting delivers high-quality results for static environments.

  • Lesson 4 • Sky, Atmosphere, and Post-Process

    Covers Sky Atmosphere, Volumetric Clouds, and the Post-Process Volume for color grading. These systems complete the visual look of any scene.

  • Lesson 5 • Dynamic Global Illumination with Lumen

    Introduces Lumen's hardware and software ray-tracing modes and its configuration settings. Lumen enables fully dynamic scenes without baking.

Chapter 5See details

Physics, Collision, and Gameplay Systems

  • Lesson 1 • Game Mode, Player State, and Game State

    Covers the Gameplay Framework classes that manage rules, scores, and player data. Proper use of these classes enables multiplayer-ready architecture.

  • Lesson 2 • Physics Simulation Fundamentals

    Explains enabling physics on actors, mass, damping, and constraints. Students create physically reactive props for gameplay scenarios.

  • Lesson 3 • Collision Setup and Responses

    Covers collision presets, channels, and overlap versus hit events. Correct collision configuration is the foundation of all physics interactions.

  • Lesson 4 • Damage, Health, and Pickups

    Implements a health component, damage events, and pickup actors using Blueprints. Students complete a self-contained gameplay loop.

  • Lesson 5 • Character Movement and Input

    Introduces the Character class, Character Movement Component, and Enhanced Input system. Students wire player input to character locomotion.

Chapter 6See details

Animation and Skeletal Mesh Systems

  • Lesson 1 • Blend Spaces and Locomotion

    Teaches 1D and 2D blend spaces to interpolate between walk, run, and strafe animations. Smooth locomotion is essential for player-controlled characters.

  • Lesson 2 • Animation Sequences and Montages

    Explains animation sequence import, notifies, and montage sections for triggered actions. Montages enable on-demand animations like attacks and interactions.

  • Lesson 3 • Skeletal Meshes and Skeleton Assets

    Covers importing skeletal meshes, skeleton retargeting, and socket creation. A correctly configured skeleton is required for all animation work.

  • Lesson 4 • Animation Blueprint State Machines

    Covers state machine creation, transition rules, and layered animation blending. State machines manage complex animation logic in a maintainable graph.

  • Lesson 5 • Inverse Kinematics and Control Rig

    Introduces IK solvers and Control Rig for procedural foot placement and hand IK. These techniques add realism without requiring additional animation assets.

Chapter 7See details

User Interface and HUD Development

  • Lesson 1 • UMG Widget Blueprint Basics

    Introduces the UMG Designer, common widgets, and the widget hierarchy. UMG is the primary UI framework used throughout this chapter.

  • Lesson 2 • Binding Data to UI Elements

    Covers property bindings, event-driven updates, and passing data from game logic to widgets. Efficient data binding prevents performance issues in complex UIs.

  • Lesson 3 • Animations and Transitions in UMG

    Explains UMG animation tracks, widget transitions, and sequencer-driven UI effects. Animated UI improves perceived polish and player feedback.

  • Lesson 4 • Inventory and HUD Systems

    Builds a grid-based inventory widget and a persistent HUD using the HUD class. Students integrate UI with the gameplay systems built in Chapter 5.

  • Lesson 5 • Menus, Navigation, and Input Focus

    Teaches main menu layout, button click events, and input mode switching between UI and game. Proper input focus management prevents control conflicts.

Chapter 8See details

Packaging, Optimization, and Deployment

  • Lesson 1 • Asset Optimization and LOD Setup

    Covers mesh LOD generation, texture compression, and asset auditing tools. Optimized assets are the single largest factor in runtime performance.

  • Lesson 2 • Platform-Specific Deployment

    Covers desktop, console, and mobile platform requirements, SDK setup, and device testing. Each platform has unique constraints that must be addressed before release.

  • Lesson 3 • Packaging Settings and Build Configuration

    Explains packaging project settings, cook maps list, and Development versus Shipping builds. Correct configuration prevents missing assets in the final build.

  • Lesson 4 • Memory and CPU Profiling

    Introduces Unreal Insights, the stat commands, and memory profiling tools. Students identify and resolve CPU and memory bottlenecks before shipping.

  • Lesson 5 • Continuous Integration and Version Control

    Teaches Git and Perforce workflows, binary asset locking, and automated build pipelines. Version control is mandatory for team-based production.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring game developer: wants structured, professional training to enter the industry.

  • Unity developer: ready to expand expertise by adding Unreal Engine to their toolkit.

  • 3D artist: seeks to bring environments and characters into a real-time game engine.

  • Computer science student: wants applied game development experience beyond academic coursework.

  • Career changer: comes from film, architecture, or design and targets game production roles.

  • Indie creator: has game ideas but lacks the technical foundation to execute them.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to switch platforms... I thank you for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can switch chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the presentation style and video transcription, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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