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Course image
Greg Wondra

In this game design course, I'll be guiding you step-by-step through the construction of a custom made  (AND the SAME engine used to build "Fortnite.")

This course contains 149 fun-to-follow video lessons.  Topics covered include:

Read more

In this game design course, I'll be guiding you step-by-step through the construction of a custom made  (AND the SAME engine used to build "Fortnite.")

This course contains 149 fun-to-follow video lessons.  Topics covered include:

  • How to create a 3D Sidescroller Project using the Unreal Engine

  • How to add (free. ) asset packs from the Marketplace (Countess from the game "Paragon" by Epic Games)

  • How to import outside art and audio assets into Unreal

  • How to create interactive and animated Menus and HUD utilizing Widget Blueprints

  • How to create interactive objects using Blueprint Scripting (NO CODING )

  • How to master basic concepts when Blueprint Scripting such as:

    • Creating Variables of various types

    • Creation Functions

    • Utilizing Events, Flow Control, and Timeline Nodes

    • Organizing and arranging Blueprints and Scripts

  • How to create 6 different Player Skills using Blueprint Scripting:

    • Double Jump

    • Back Dash

    • Fireball (direct attack)

    • Electro Shock (AOE attack)

    • Lens of Truth (reveals secret passageways and platforms)

    • Transform into Mist (allows you to pass through gates)

  • How to make offensive skills (like "Fireball") damage an enemy

  • How to retarget Skeletal Meshes and Animations

  • How to create and edit an Animation State Machine

  • And more.

With the knowledge gained in these video lessons, you'll be armed with the necessary skills to start building your OWN character skill system (WITHOUT any programming knowledge needed).

Enroll now

What's inside

Learning objectives

  • How to download, install, and setup a project in the unreal engine
  • How to use the side scroller project template in the unreal engine to create a "metroidvania" style game!
  • How to implement a paragon character (from unreal engine's stock of free assets) as a playable character
  • How to add acquirable movement, white magic, and black magic skills to a player character
  • How to add health and mana systems to a project
  • How to create supporting hud and interactive menus using unreal engine's widget blueprints
  • How to script interactive gameplay elements utilizing unreal engine's blueprint scripting tools
  • How to hook up player character animations

Syllabus

In this series of videos students will learn about how the course is structured. Additionally, students will learn how to install Unreal Engine 4, setup a project, and add content packs.
Read more

In this short video I'll just be covering some (IMPORTANT!) things to keep in mind as you work your way through the course.

THIS LESSON TEACHES HOW TO...

  • Navigate the Course

In this video I'll guide you through the download and installation process for Unreal Engine 4. Unreal Engine 4 is FREE to download and install!

THIS LESSON TEACHES HOW TO...

  • Download & Install Unreal Engine 4

In this video we'll create and name our project as well as determine where we'd like to store project files on our computer. This will be a "Blueprint" based project (no coding experience needed!) and will make use of the "Side Scroller" template that comes with Unreal Engine 4.

THIS LESSON TEACHES HOW TO...

  • Setup a Brand New Project

In this video we'll be creating the folder structure inside of our project where we'll be storing created assets. It's always a good idea to work in an organized fashion with a consistent naming convention right from the start.

THIS LESSON TEACHES HOW TO...

  • Create & Color Folders in the Content Browser

In this video we'll be adding on some FREE Assets from the Epic Games Launcher that we'll be using throughout this course. Some of these add-on packs will contain things such as particle effects and sounds we'll be using later on in the course.

THIS LESSON TEACHES HOW TO...

  • Add Marketplace Assets to Project

ASSETS ADDED / CREATED...

  • InfinityBladeEffects

  • InfinityBladeGrasslands

  • InfinityBladeFireLands

  • InfinityBladeIceLands

  • Paragon: Countess

  • SoulCave

  • SoulCity

In this video we'll create a simple "test map" that'll act as a playground for building and testing our character actions, interactions, and skills.

THIS LESSON TEACHES HOW TO...

  • Create a map (level)

  • Edit Directional Light Actor

  • Set 2D Layer Snap Settings

  • Set Editor Starter Default Level

  • Set Game to Instantly Receive Mouse Input

ASSETS ADDED / CREATED...

  • Level: MV_TestMap

In this video we'll be moving and renaming the character asset the user will be controlling. Additionally, we'll modify a few parameters to ensure our character is traversing down the X+ axis so that our character travels from left to right from a top orthographic view.

THIS LESSON TEACHES HOW TO...

  • Move an Asset

  • Rename an Asset

  • Edit Player Movement Direction

  • Edit Player Camera Settings

In this video we'll be walking through the process of retargeting the Paragon "Countess" Character onto our BP_Player. This process will allow us to use the "Countess" skeletal mesh and animations!

THIS LESSON TEACHES HOW TO...

  • Retarget Skeletal Meshes and Animations

With our retargeting process completed in "part 1," this video focuses on setting up our BP_Player to use the desired skeletal mesh and animations.

THIS LESSON TEACHES HOW TO...

  • Change Skeletal Meshes

  • Change Animation Blueprints

  • Modify a 1D Blend Space

  • Change Default Character Animations

In this video we'll take a quick look at our intended control scheme for this project. In addition to moving left and right and jumping, our character will be able to back dash, double jump, and use magical skills they'll be acquiring throughout the project.

In this video we'll define a few properties within our Character Movement Component to determine how fast our character moves, how fast they rotate, and even how "sticky" they control.

THIS LESSON TEACHES HOW TO...

  • Edit Character Movement Parameters

In this video we'll setup some of the basic elements needed to get our character's jumping ability working as desired. This involves setting up an Input Action Mapping inside our Project Settings as well as setting some default jump parameters.

THIS LESSON TEACHES HOW TO...

  • Edit Project Gravity Settings

  • Create an Input Action Mapping

  • Edit Character Jump Parameters

  • Add a Blueprint Component

ASSETS ADDED / CREATED...

  • Input Event: Jump

In this video we'll make our character's jump come to life by adding Sound and Particle Effects.

THIS LESSON TEACHES HOW TO...

  • Create a Function

  • Script Gameplay

ASSETS ADDED / CREATED...

  • Function: JumpUpFX

In this video we'll make our charater's landing (following a jump) come to life by adding Sound, a Particle Effect and Controller Force Feedback.

THIS LESSON TEACHES HOW TO...

  • Create a Variable

  • Script Gameplay

ASSETS ADDED / CREATED...

  • Variable (Float): JumpScalar

In this video we'll import the assets needed to put the basic components of our HUD together. Our HUD will consist of a player portrait, health and mana displays, and magic skills a player can wield.

THIS LESSON TEACHES HOW TO...

  • Import Assets

ASSETS ADDED / CREATED...

  • Texture: T_Ink_Black

  • Texture: T_Ink_Pink

  • Texture: T_Portrait_Background

  • Texture: T_Portrait_Pic

  • Texture: T_Mana_Base

  • Texture: T_Mana_Background

  • Texture: T_Mana_Orb

  • Texture: T_Starburst

  • Texture: T_Magic_Empty

  • Texture: T_Cooldown

  • Texture: T_WhiteMagic

  • Texture: T_BlackMagic

  • Texture: T_LTrigger_01

  • Texture: T_RTrigger_01

  • Font: FT_Gothic_Letters

  • Font: FT_Gothic_Numbers

In this video we'll create a Widget Blueprint to create our game's HUD. We'll also create a HUD Blueprint Class. This is a special "framework" blueprint we'll set our project to use in order to display our HUD on screen.

THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint

  • Create a HUD Class Blueprint

ASSETS ADDED / CREATED...

  • Widget Blueprint: WBP_HUD

  • Blueprint Class: HUD_MetroidVania

In this video we'll add our player character's portrait and health display to our HUD.

THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout

In this video we'll add a mana display to our HUD.

THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout

In this video we'll add a display for our character's (eventual!) White Magic skills to our HUD.

THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout

In this video we'll add a display for our character's (eventual!) Black Magic skills to our HUD.

THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout

In this video we'll be adding some Variables to our BP_Player such as health and mana so that we can reference these variables in our HUD.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (Float): HealthMax

  • Variable (Float): HealthCurrent

  • Variable (Float): HealthPercentage

  • Variable (Float): ManaMax

  • Variable (Float): ManaCurrent

  • Variable (Float): ManaPercentage

In this video we'll create some Functions inside our BP_Player and then write some test scripts to modify our character's health and mana amounts. This is essential to get our HUD's health and mana meters working properly.

THIS LESSON TEACHES HOW TO...

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: UpdateHealth

  • Function: UpdateMana

In this video we'll bind our HUD's health and mana widgets to variables stored inside out BP_Player. This will enable our HUD to accurately reflect our player character's updated health and mana amounts.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetCurrentHealth

  • Function: GetCurrentMana

In this video we'll create an intro Widget Animation for the HUD elements on the LEFT side of the screen so that they appear in an eye-pleasing manner.

THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation

ASSETS ADDED / CREATED...

  • Widget Animation: HUDLeftIntro

In this video we'll continue on from where we left off in part #1.

In this video we'll create an intro Widget Animation for the HUD elements on the RIGHT side of the screen so that they appear in an eye-pleasing manner.

THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation

ASSETS ADDED / CREATED...

  • Widget Animation: HUDRightIntro

This is a continuation of video HUD - Animation #3.  In this video we'll finish creating our intro animation for the HUD elements on the RIGHT side of the screen. 

THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 

In this video we'll create a script inside of WBP_HUD to make our HUD "Intro" animations play!

In this video we'll create a base Actor Blueprint Class from which our interactive objects will be derived from. This enables us to specify common components ALL interactable objects will share while allowing us the flexibility to extend this class (through inheritance) to add on unique components and script where necessary.

THIS LESSON TEACHES HOW TO...

  • Create Actor Class Blueprint

ASSETS ADDED / CREATED...

  • Blueprint: BP_InteractiveObject_Base

In this video we'll create the layout for a generic "notification" message we'd like to present to a user when we need to communicate with them.

THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint

  • Import an Asset

  • Create a Variable

  • Create a Widget Blueprint Variable Binding

ASSETS ADDED / CREATED...

  • Widget Blueprint: WBP_Notify

  • Texture: T_Button_B

  • Variable (Text): ReceivedMessage

  • Function: GetInteractiveObjectMessage

In this video we'll create an animation we'd like to call in order for our WBP_Notify asset to appear in an eye-pleasing manner.

THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation

ASSETS ADDED / CREATED...

  • Widget Animation: Intro

In this video we'll create some Variables and script inside of BP_InteractiveObject_Base in order to inform BP_Player that an object CAN be interacted with.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (BP_Player): Player

  • Variable (WBP_Notify): Notify

  • Variable (Text): InteractMessage

  • Variable (Sound Base): SFX_Interact

In this video we'll import the assets needed to put our skill acquisition blueprints together. This involves importing icons for creating Decal Materials and images for skill acquisition notifications.

THIS LESSON TEACHES HOW TO...

  • Import Assets

  • Move Assets

  • Create Decal Materials

  • Edit Content Browser Thumbnail Images

ASSETS ADDED / CREATED...

  • Audio: SFX_SkillAcquired

  • Texture: T_Menu_Button

  • Texture: T_Scroll

  • Texture: T_Button_A

  • Texture: T_Button_Y

  • Texture: T_Button_X

  • Texture: T_Fireball

  • Texture: T_ElectroSpark

  • Texture: T_Bloodlust

  • Texture: T_ArcticBlast

  • Texture: T_Mist

  • Texture: T_LensOfTruth

  • Texture: T_Shield

  • Texture: T_TimeSlow

  • Texture: T_Icon_BackDash

  • Texture: T_Icon_DoubleJump

  • Texture: T_Icon_Fireball

  • Texture: T_Icon_ElectroSpark

  • Texture: T_Icon_Mist

  • Texture: T_Icon_LensOfTruth

  • Texture: T_Image_BackDash

  • Texture: T_Image_DoubleJump

  • Texture: T_Image_Fireball

  • Texture: T_Image_ElectroSpark

  • Texture: T_Image_Mist

  • Texture: T_Image_LensOfTruth

In this video we'll create a Material from which to create Material Instances from. These assets will be utilized in our skill acquisition blueprints.

THIS LESSON TEACHES HOW TO...

  • Create a Material

  • Create Material Instances

ASSETS ADDED / CREATED...

  • Material: M_Skill_Base

  • Material Instance: MI_BMagic

  • Material Instance: MI_Wmagic

In this video we'll customize some Particles desired for our skill acquisition blueprints.

THIS LESSON TEACHES HOW TO...

  • Duplicate Assets

  • Move Assets

  • Rename Assets

  • Edit Particles

ASSETS ADDED / CREATED...

  • Particle: P_Skill

  • Particle: P_BMagic

  • Particle: P_WMagic

In this video we'll create our own custom Static Mesh that we'll be making use of in our upcoming skill acquisition blueprints.

THIS LESSON TEACHES HOW TO...

  • Create a Static Mesh

ASSETS ADDED / CREATED...

  • Static Mesh: SM_Book

In this video we'll create Enumerations, Damage Type Blueprints and "Struct" (Structure) Variables that'll hold all the data we'd like all of our acquirable skills to have.

THIS LESSON TEACHES HOW TO...

  • Create Enumerations

  • Create Damage Types

  • Create Structures

ASSETS ADDED / CREATED...

  • Enumeration: E_BMagic

  • Enumeration: E_WMagic

  • Enumeration: E_Skills

  • Damage Type: BP_Damage_Fire

  • Damage Type: BP_Damage_Lightning

  • Structure: STR_SkillData

  • Structure: STR_MagicAttributes

In this video we'll be adding some Variables to our BP_Player that'll hold information about upcoming skills our player will obtain.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (E_BMagic): BMagicSlotted

  • Variable (E_WMagic): WMagicSlotted

  • Variable (E_Skills): SkillAcquired

  • Variable (Bool): bWMagicReady?

  • Variable (Bool): bHasDoubleJump?

  • Variable (STR Skill Data): DoubleJumpData

  • Variable (Bool): bHasBackDash?

  • Variable (STR Skill Data): BackDashData

In this video we'll continue to add more Variables to BP_Player to hold all the information necessary about the skills the player can obtain.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (Bool): bHasBMagicFireball?

  • Variable (STR Skill Data): FireballData

  • Variable (STR Magic Attributes): FireballAttributes

  • Variable (Bool): bHasBMagicElectroSpark?

  • Variable (STR Skill Data): ElectroSparkData

  • Variable (STR Magic Attributes): ElectroSparkAttributes

In this video we'll continue to add more Black Magic Skill Variables to our BP_Player.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (Bool): bHasBMagicBloodlust?

  • Variable (STR Magic Attributes): BloodlustAttributes

  • Variable (Bool): bHasBMagicArcticBlast?

  • Variable (STR Magic Attributes): ArcticBlastAttributes

In this video we'll finish adding Variables to BP_Player.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (Bool): bHasWMagicLensOfTruth?

  • Variable (Bool): bIsUsingLens?

  • Variable (Float): LensActiveTime%

  • Variable (Float): LensCooldownTime%

  • Variable (STR Skill Data): LensData

  • Variable (STR Magic Attributes): LensAttributes

  • Variable (Bool): bHasWMagicMist?

  • Variable (Bool): bIsUsingMist?

  • Variable (Float): MistActiveTime%

  • Variable (Float): MistCooldownTime%

  • Variable (STR Skill Data): MistData

  • Variable (STR Magic Attributes): MistAttributes

In this video we'll continue to add more White Magic Skill Variables to our BP_Player.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (Bool): bHasWMagicShield?

  • Variable (STR Magic Attributes): ShieldAttributes

  • Variable (Bool): bHasWMagicTimeSlow?

  • Variable (STR Magic Attributes): TimeSlowAttributes

In this video we'll revisit our WBP_HUD and begin binding our White Magic HUD Widgets to variables present in our BP_Player.

THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint Variable Binding

  • Create a Function

ASSETS ADDED / CREATED...

  • Function: GetWMagicImage

In this video we'll continue to bind White Magic HUD Widgets inside WBP_HUD to variables present in our BP_Player.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetWMagicCooldown

  • Function: GetWMagicManaCost

In this video we'll bind some of our Black Magic HUD Widgets to variables present in our BP_Player.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetBMagicImage

  • Function: GetBMagicManaCost

In this video we'll create the parent class from which our skill pickups will be derived from. This parent class will contain all of the common components, variables, and script our skill pickups will have in common.

THIS LESSON TEACHES HOW TO...

  • Create Parent Blueprint

ASSETS ADDED / CREATED...

  • Blueprint: BP_Skill_Base

In this video we'll continue the creation of our BP_Skill_Base asset by adding some more Components and Variables.

THIS LESSON TEACHES HOW TO...

  • Create Variables

ASSETS ADDED / CREATED...

  • Variable (Sound Base): SFX_SkillAcquired

  • Variable (Vector): SkillBeginPosition

  • Variable (Vector): SkillEndPosition

In this video we'll finish the creation of our BP_Skill_Base asset by creating some script to make our skill mesh move up and down above the dais.

THIS LESSON TEACHES HOW TO...

  • Create a Timeline

In this video we'll create a Child of our Parent BP_Skill_Base blueprint. This child will inherit all the variables, components, and script present in BP_Skill_Base. With a child created, we can modify properties and individualize script as needed.

THIS LESSON TEACHES HOW TO...

  • Create Child Blueprints

ASSETS ADDED / CREATED...

  • Blueprint: BP_Skill_DoubleJump

In this video we'll create a Widget Blueprint that we want to display to notify our user that they've acquired a new skill.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint

  • Create UI Material

ASSETS ADDED / CREATED...

  • Widget Blueprint: WBP_SkillAcquired

  • Material: M_SkillAcquire_Title

In this video we'll begin to lay out WBP_SkillAcquired by setting several widget component details.

In this video we'll continue laying out WBP_SkillAcquired.

In this video we'll finish laying out WBP_SkillAcquired.

In this video we'll create Variable Bindings inside of WBP_SkillAcquired so that we can dynamically alter aspects of this notification (such as text and images) depending on which skill is acquired.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetTitle

  • Function: GetSkillFontColor

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetSkillBorderColor

  • Function: GetImageBorderColor

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetSkillIcon

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: GetSkillImage

  • Function: GetInput

  • Function: GetDescription

In this video we'll finish creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.

THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions

ASSETS ADDED / CREATED...

  • Function: ShowAttributesOverlay

  • Function: GetManaCost

In this video we'll begin creating animations inside of WBP_SkillAcquired so that it appears on the screen in an eye-pleasing manner.

THIS LESSON TEACHES HOW TO...

  • Create Widget Animations

ASSETS ADDED / CREATED...

  • Widget Animation: Intro

In this video we'll finish creating animations inside of WBP_SkillAcquired so that it appears on the screen in an eye-pleasing manner.

THIS LESSON TEACHES HOW TO...

  • Create Widget Animations

ASSETS ADDED / CREATED...

  • Widget Animation: InputPulse

  • Widget Animation: BackHover

In this video we'll create an Input Action Mapping, some Variables, a Blueprint Interface, and script to allow our player to interact with objects in the world.

THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create Variables

  • Script a Line Trace

  • Create a Blueprint Interface

  • Make a Blueprint Interface Message Call

ASSETS ADDED / CREATED...

  • Input Event: Interact

  • Variable (Bool): bCanInteract?

  • Variable (Int): InteractTraceLength

  • Blueprint Interface: BPI_Interact

In this video we'll create script to show or hide WBP_Notify if the player is overlapping the trigger volume of a skill they can acquire.

In this video we'll create a Player Controller Blueprint Class. Inside of this framework blueprint, we'll add a Custom Event and script what should happen.

THIS LESSON TEACHES HOW TO...

  • Create a Player Controller

  • Create a Variable

  • Create a Custom Event

ASSETS ADDED / CREATED...

  • Variable (User Widget): WBP_LearnedSkill

  • Custom Event: SHOW ACQUIRED SKILL

In this video we'll create script for the receiving end of our Blueprint Interface message call by scripting what should happen when BP_Player interacts with a skill dais.

THIS LESSON TEACHES HOW TO...

  • Create a Function

ASSETS ADDED / CREATED...

  • Function: PlayerAcquiredSkill_FX

In this video we'll create script inside of PC_MetroidVania to remove WBP_SkillAcquired from the screen with the press of a button. 

THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping 

ASSETS ADDED / CREATED...

  • Input Event:  Exit Skill Acquire 

In this video we'll create script inside of WBP_SkillAcquired to make our widget animations play once the widget appears on screen.

In this video we'll make duplicates out of BP_Skill_DoubleJump and modify the Variables and Components inside of them to be specific for the other "Skill Acquire" blueprints we still need to create.

THIS LESSON TEACHES HOW TO...

  • Create Copies of Blueprints

ASSETS ADDED / CREATED...

  • Blueprint: BP_Skill_BackDash

  • Blueprint: BP_Skill_LensOfTruth

In this video we'll finish creating our last 3 "Skill Acquire" blueprints.

THIS LESSON TEACHES HOW TO...

  • Create Copies of Blueprints

ASSETS ADDED / CREATED...

  • Blueprint: BP_Skill_Mist

  • Blueprint: BP_Skill_Fireball

  • Blueprint: BP_Skill_ElectroSpark

Let's review!

In this video we'll modify our jump script inside BP_Player to account for our player having the Double Jump skill.

THIS LESSON TEACHES HOW TO...

  • Create Variables

  • Edit a Blueprint Script

  • Access Engine Content

ASSETS ADDED / CREATED...

  • Variable (Bool): bIsDoubleJumping?

  • Variable (Integer): JumpCount

  • Variable (Vector): DoubleJumpVelocity

In this video we'll modify our land script inside BP_Player to account for our player having the Double Jump skill.

THIS LESSON TEACHES HOW TO...

  • Disable / Enable Player Movement

In this video we'll jump into our player's animation blueprint where we'll first need to pass variable information from our BP_Player asset to our Countess_AnimBP asset.

THIS LESSON TEACHES HOW TO...

  • Access Character Anim Blueprint

  • Pass Variables from Character Blueprint to Anim Blueprint

ASSETS ADDED / CREATED...

  • Variable (Bool): IsDoubleJumping?

  • Variable (Integer): JumpCount

In this video we'll learn about what an Animation State Machine is and how it works. In doing so, we'll edit our State Machine so that our BP_Player can transition appropriately into and out of a double jump.

THIS LESSON TEACHES HOW TO...

  • Access & Edit a Character's State Machine

In this video we'll create the sound effect we want to hear whenever our character Back Dashes. To do this we'll mix together 2 sound files to create our very own Sound Cue.

THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Create a Sound Cue

ASSETS ADDED / CREATED...

  • Audio: SFX_BackDash

  • Sound Cue: SC_BackDash

In this video we'll begin creating the Particle Effect we want to play when our character Back Dashes. To do this we'll duplicate an existing effect and then heavily edit it in order to get the desired effect.

THIS LESSON TEACHES HOW TO...

  • Duplicate an Asset

  • Move an Asset

  • Edit a Particle

ASSETS ADDED / CREATED...

  • Particle: P_BackDash

In this video we'll finish creating the Particle Effect we want to play when our character Back Dashes.

THIS LESSON TEACHES HOW TO...

  • Edit a Particle

In this video we'll create an Input Action Mapping inside our Project Settings to make our character Back Dash. Additionally, we'll create the necessary Variables needed to script our Back Dashing functionality.

THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create Variables

ASSETS ADDED / CREATED...

  • Input Event: Back Dash

  • Variable (Bool): bIsBackDashing?

  • Variable (Bool): bBackDashReady?

  • Variable (Float): BackDashCooldown

  • Variable (Vector): BackDashLeftAmount

  • Variable (Vector): BackDashRightAmount

In this video we'll create a couple Timelines and finalize our Back Dash script.

THIS LESSON TEACHES HOW TO...

  • Create Timelines

In this video we'll fix up a few bugs with our Back Dash particle system.

In this video we'll jump into our player's Animation Blueprint where we'll first need to pass variable information from our BP_Player asset to our Countess_AnimBP asset.

THIS LESSON TEACHES HOW TO...

  • Access Character Anim Blueprint

  • Pass Variables from Character Blueprint to Anim Blueprint

ASSETS ADDED / CREATED...

  • Variable (Bool): IsBackDashing?

In this video we'll make edits inside our Animation State Machine so that our player can transition into and out of a Back Dash animation anytime they are idling, walking, or running.

THIS LESSON TEACHES HOW TO...

  • Access & Edit a Character's State Machine

In this video we'll create a Fireball Blueprint that will contain all the necessary components our Fireball needs - a Static Mesh, a Particle System, a Collision component, and a Projectile Movement component.

THIS LESSON TEACHES HOW TO...

  • Create an Object Channel

  • Create an Actor Class Blueprint

  • Add Blueprint Components

ASSETS ADDED / CREATED...

  • Blueprint: BP_Fireball

In this video we'll import an Audio file, add a Component, and create some Variables and Functions needed for our upcoming Fireball script.

THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Add a Blueprint Component

  • Create Variables

  • Edit a Function

  • Create a Function

ASSETS ADDED / CREATED...

  • Audio: SFX_Fireball

  • Variable (Bool): bUsedFireball?

  • Variable (Bool): bFireballReady?

  • Variable (Float): FireballCooldown

  • Function: UpdateMana (part 2)

  • Function: CheckIfEnoughManaToUseMagic

In this video we'll add Events and create the script necessary to enable our player to shoot a Fireball!

THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create a Custom Event

ASSETS ADDED / CREATED...

  • Input Event: Black Magic

  • Custom Event: USE FIREBALL

In this video we'll be making edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use a Fireball.

THIS LESSON TEACHES HOW TO...

  • Pass a Variables from the Character Class to an Animation Blueprint

  • Edit a Character's Animation State Machine

ASSETS ADDED / CREATED...

  • Variable (Bool): UsedFireball?

In this video we'll continue to make edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use a Fireball.

THIS LESSON TEACHES HOW TO...

  • Edit a Character's Animation State Machine

  • Create Anim Callbacks

In this video we'll create a Camera Shake Blueprint that we'll use to control how much our game's camera shakes when a Fireball hits something.

THIS LESSON TEACHES HOW TO...

  • Create Camera Shake Blueprint

ASSETS ADDED / CREATED...

  • Blueprint: BP_CameraShake

In this video we'll create script inside of our Fireball Blueprint that'll cause damage, spawn effects, and make the screen shake when our Fireball hits something.

In this video we'll create a Blueprint for our Electro Spark skill. This Blueprint will consist of a Collision component and several Particle System components.

THIS LESSON TEACHES HOW TO...

  • Create an Actor Class Blueprint

  • Add Blueprint Components

ASSETS ADDED / CREATED...

  • Blueprint: BP_ElectroSpark

In this video we'll import an Audio file, add a Component, and create some Variables needed for our upcoming Electro Spark script.

THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Add a Blueprint Component

  • Create Variables

  • Create Functions

ASSETS ADDED / CREATED...

  • Audio: SFX_ElectroSpark

  • Variable (Bool): bUsedElectroSpark?

  • Variable (Bool): bElectroSparkReady?

  • Variable (Float): ElectroSparkCooldown

  • Function: ElectroSpark_ON

  • Function: ElectroSpark_OFF

Traffic lights

Read about what's good
what should give you pause
and possible dealbreakers
Uses Blueprint scripting, which allows users to create interactive gameplay elements without needing to write any code, making it accessible to those without programming experience
Employs a side-scroller project template, which is ideal for those looking to create a Metroidvania-style game, offering a focused starting point for a specific genre
Covers importing outside art and audio assets into Unreal, which is essential for personalizing projects and incorporating custom content, expanding creative possibilities
Features the Paragon character Countess from Epic Games, providing a readily available and visually appealing asset for learners to use in their projects, saving time on asset creation
Teaches how to create interactive and animated menus and HUD utilizing Widget Blueprints, which is a core skill for designing user interfaces and enhancing the player experience
Focuses on Unreal Engine 4, which, while not the latest version, still provides a solid foundation for understanding the engine's core concepts and transitioning to newer versions

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Reviews summary

Unreal engine character skill system basics

According to learners, this course provides a positive introduction to building a character skill system using Unreal Engine 4 Blueprinting. Students found the explanations clear and concise and the course structure very well organized, with a just right pacing. While helpful for getting the basics down, one reviewer noted minor issues like an outdated asset reference and a lack of focus on efficient structuring or seamless skill integration for more complex projects.
The course is well organized and paced.
"very well structured course."
"The pacing is just right."
"provides a great overview of how to structure..."
Teaches character skills via Blueprinting.
"perfect course if you want to learn blueprint scripting and character skills in Unreal Engine 4."
"This course helped me understand blueprint scripting for character skills."
"I learned how to structure and implement a character skill system in Unreal."
Concepts are broken down and easy to follow.
"Great explanation."
"breaks down complex topics into easily digestible chunks"
"It was clear and concise."
Required character model was not included.
"some minor annoyances..."
"2D side scroller template does not contain the character model (Countess)... had to find out on my own..."
"Finding the required character asset took extra effort."
Covers fundamentals but not advanced integration.
"there is little to no emphasis on how to structure skills efficiently for game development..."
"The course only provides basic implementation..."
"not much guidance on how to integrate different skills seamlessly..."

Activities

Be better prepared before your course. Deepen your understanding during and after it. Supplement your coursework and achieve mastery of the topics covered in Unreal Engine: Character Skill System with these activities:
Review Blueprint Scripting Fundamentals
Reinforce your understanding of Blueprint scripting, which is essential for creating interactive elements and character skills in Unreal Engine.
Browse courses on Blueprint Scripting
Show steps
  • Review the basics of variables, functions, and events in Blueprint.
  • Practice creating simple interactions using Blueprint scripting.
  • Study the documentation on Blueprint nodes and their usage.
Review: 'Blueprints Visual Scripting for Unreal Engine' by Marcos Romero
Solidify your understanding of Blueprint visual scripting with a dedicated guide.
Show steps
  • Read the chapters relevant to character skills and interactive objects.
  • Try out the examples provided in the book within your Unreal Engine project.
Expand the Skill System with a New Skill
Apply your knowledge by creating a new character skill, such as a ground pound or a temporary speed boost, and integrating it into the existing system.
Show steps
  • Design a new skill that complements the existing skill set.
  • Implement the skill using Blueprint scripting, including animations and effects.
  • Integrate the new skill into the HUD and skill acquisition system.
  • Test and refine the skill to ensure it functions correctly and is balanced.
Four other activities
Expand to see all activities and additional details
Show all seven activities
Review: 'Unreal Engine 5 Character Creation, Animation, and Cinematics' by Matthew Comparetto
Expand your knowledge of character creation and animation within Unreal Engine 5.
Show steps
  • Read the chapters focusing on character animation and cinematic techniques.
  • Experiment with the techniques described in the book to enhance your character skills system.
Create a Tutorial on Animation Retargeting
Share your knowledge by creating a written or video tutorial explaining the process of retargeting animations in Unreal Engine, focusing on the steps covered in the course.
Show steps
  • Outline the steps involved in animation retargeting.
  • Record a video or write a clear and concise explanation of each step.
  • Share your tutorial on a relevant online forum or platform.
Contribute to an Unreal Engine Open Source Project
Deepen your understanding by contributing to an open-source Unreal Engine project, focusing on areas related to character skills or gameplay mechanics.
Show steps
  • Find an open-source Unreal Engine project on GitHub or a similar platform.
  • Identify an area where you can contribute, such as fixing a bug or adding a new feature.
  • Submit a pull request with your changes and address any feedback from the project maintainers.
Mentor New Unreal Engine Users
Reinforce your understanding by mentoring new Unreal Engine users, helping them with Blueprint scripting and character skill implementation.
Show steps
  • Join an online Unreal Engine community or forum.
  • Offer assistance to new users who are struggling with Blueprint scripting or character skills.
  • Share your knowledge and experience to help others learn and grow.

Career center

Learners who complete Unreal Engine: Character Skill System will develop knowledge and skills that may be useful to these careers:
Unreal Engine Developer
An Unreal Engine developer specializes in using the Unreal Engine to create games, simulations, and other interactive experiences. They use both visual scripting and code to implement game logic, create custom tools, and optimize performance. The course will show you how to construct a character skill system in Unreal Engine, which is directly applicable to the responsibilities of an Unreal Engine developer. The course demonstrates how to add movement skills and magic skills; it also shows how to create interactive gameplay elements using Blueprint Scripting. By understanding Blueprint Scripting, an Unreal Engine Developer efficiently prototypes and implements game ideas without needing coding experience.
Game Designer
A game designer conceptualizes and designs the gameplay, rules, and overall experience of a game. This often includes creating character skill systems, level design, and game mechanics. A game designer defines how players interact with a game and what makes it fun. This course explores how to construct a custom character skill system in Unreal Engine, which is directly applicable to the responsibilities of a game designer. The course demonstrates how to add movement skills, magic skills, and create interactive gameplay elements using Blueprint Scripting. By understanding Blueprint Scripting, a game designer can effectively prototype and implement game ideas without needing coding experience.
Gameplay Programmer
A gameplay programmer implements the game mechanics, character controls, artificial intelligence, and other interactive elements within a game. They write code to bring the designer's vision to life and ensure the game is fun and engaging. This course demonstrates how to use Blueprint Scripting in Unreal Engine, which is a visual scripting system that does not require coding experience, to implement character skills and interactive gameplay elements. This provides a foundation for understanding how these systems are built. The course's focus on creating a character skill system is directly relevant to the responsibilities of a gameplay programmer, especially with its emphasis on implementing skills such as double jump, back dash, and magic attacks.
Technical Artist
A technical artist bridges the gap between artists and programmers, optimizing art assets for game engines and creating tools to improve the art pipeline. This role requires an understanding of both art and technical aspects of game development. This course may be useful because it combines artistic elements such as importing art assets with technical skills like Blueprint Scripting in Unreal Engine. Learning how to retarget skeletal meshes, create animation state machines, and implement character skills using Blueprint provides technical artists with the ability to optimize and integrate character art efficiently. The course's hands-on approach to creating a character skill system also enables technical artists to understand the technical constraints and requirements for character animations and effects.
Indie Game Developer
An independent game developer works on their own or in a small team to create and publish games, often with limited resources. They need to be versatile and handle various aspects of game development, including design, programming, art, and marketing. This course may be useful because it provides a comprehensive introduction to creating a character skill system using Unreal Engine 4's Blueprint Scripting. Learning the basics of setting up a project, importing assets, creating interactive objects, scripting gameplay, and implementing character animations all aid in building a foundation for developing a complete game. The course's hands-on approach and focus on visual scripting make it accessible for indie developers who may not have extensive programming experience.
UI/UX Designer
A user interface and user experience designer focuses on creating intuitive and engaging interfaces for games and other interactive applications. UX design includes understanding player behavior to make the game and menus accessible and fun to use. This course shows how to create interactive menus and user interfaces using Widget Blueprints in Unreal Engine. Learning how to design HUDs, create animations, and bind variables to widgets provide a foundation for creating user interfaces. By understanding how to make menus, a UI and UX designer can improve the overall user experience for a game.
Level Designer
A level designer creates the environments and layouts within a game where the gameplay takes place. Level designers ensure that the levels are engaging, aesthetically pleasing, and functional for the intended gameplay. This course may be useful for level designers because it covers creating interactive objects and designing levels within Unreal Engine 4. Learning how to set up a project, import assets, and create interactive objects, all taught in this course, helps build a foundation for designing engaging and functional levels. Furthermore, the knowledge of Blueprint Scripting allows for creating interactive elements within levels without relying on programmers, which enables a level designer to add depth and complexity to their level designs.
Virtual Reality Developer
Virtual reality developers design and create interactive experiences for virtual reality platforms. They use game engines and other tools to build immersive environments, implement user interactions, and optimize performance for VR headsets. This course shows how to create interactive objects and implement character skills as it relates to VR. The course's coverage of Blueprint Scripting, 3D environments, and character interactions helps virtual reality developers create engaging and immersive VR experiences. Hands-on experience with creating interactive elements with ease using visual scripting will prove valuable when creating VR.
Animator
Animators create the movement and visual performance of characters and objects within a game. This includes designing and implementing character animations, cinematics, and visual effects. This course may be useful by teaching how to retarget skeletal meshes and animations within Unreal Engine 4, enabling animators to efficiently reuse and adapt existing animations. Also, learning how to create and edit animation state machines allows animators to control how animations blend together and transition based on gameplay events. The course's emphasis on creating a character skill system also ensures that animators understand the specific animation requirements for different character abilities.
Augmented Reality Developer
Augmented reality developers create interactive experiences that overlay digital content onto the real world using mobile devices, wearable technology, and other AR platforms. This course may be useful by teaching how to develop interactive gameplay elements and character skills using Unreal Engine 4. Course materials can be adapted to create engaging AR experiences. Specifically, learning Blueprint Scripting will allow augmented reality developers to prototype interaction without needing coding experience. Hands-on experience with visual scripting is beneficial when developing AR applications, where rapid prototyping and iteration are essential.
Instructional Designer
Instructional designers create educational materials, such as online courses, training programs, and interactive simulations. This course helps instructional designers develop interactive course elements or training modules with Unreal Engine and Blueprint Scripting. The course's coverage of HUD creation and interactive gameplay makes it applicable to creating tutorials and simulations. Students can use what they learn here to create projects for their clients.
Serious Game Developer
A serious game developer creates games for purposes beyond pure entertainment, such as education, training, healthcare, and social impact. This course may be useful for serious games developer as it teaches Blueprint Scripting and the creation of interactive gameplay elements in Unreal Engine, providing a foundation for developing engaging and effective serious games. Learning to implement character skills, create interactive objects, and design user interfaces with Widget Blueprints, all taught in this course, enables serious game developers to create simulations and training scenarios.
Simulation Designer
Simulation designers create interactive experiences that imitate real-world scenarios for training, research, or entertainment purposes. This course teaches Blueprint Scripting and the setup of interactive gameplay elements in Unreal Engine, which provides the foundation for creating realistic simulations. Learning to implement character skills, create interactive objects, and design user interfaces are useful skills for creating simulations. For those aspiring to be simulation designers, a course like this provides value.
Digital Artist
A digital artist creates 2D and 3D art assets for games, websites, and other media. A digital artist typically conceptualizes ideas, creates sketches, models prototypes, and then creates the final artwork. This course helps digital artists with the technical aspects of importing assets, creating materials, and integrating their artwork. A digital artist will also find value in how the course teaches UI, animation, and how particle effects work. Course learning objectives like these can equip artists with the knowledge they need to integrate and create game art.
Game Tester
A game tester plays games and identifies bugs, glitches, and other issues that need to be fixed before release. Testers assess the design, user experience, and functionality. This course may be useful by providing an understanding of the game development process. Learning about game design principles and the implementation of game mechanics provides context for identifying issues and providing detailed feedback. Additionally, an understanding of Blueprint Scripting will prove valuable to testers as it will provide an understanding of the underlying logic and gameplay elements.

Reading list

We've selected two books that we think will supplement your learning. Use these to develop background knowledge, enrich your coursework, and gain a deeper understanding of the topics covered in Unreal Engine: Character Skill System.
Provides a comprehensive guide to using Blueprints for visual scripting in Unreal Engine. It covers a wide range of topics, from basic concepts to advanced techniques. It is particularly useful for those who are new to game development or who prefer a visual approach to scripting. This book can be used as a reference throughout the course.
Delves into the creation, animation, and cinematic aspects of characters within Unreal Engine 5. It provides in-depth knowledge on character design, rigging, animation techniques, and how to create compelling cinematics. This book expands on the animation aspects of the course, providing a deeper understanding of character animation and cinematic storytelling. It is more valuable as additional reading to expand on the course.

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