Make the 3rd person action adventure game you’ve always wanted too.
All using the latest tools in Unreal 5.1, including MetaHumans, Quixel Bridge, Nanite and Lumen.
You'll create a great looking game using Unreal’s latest and greatest features, such as creating a character using MetaHumans, using Quixel Bridge for assets and Lumen and Nanite to make the game visually stunning.
Make the 3rd person action adventure game you’ve always wanted too.
All using the latest tools in Unreal 5.1, including MetaHumans, Quixel Bridge, Nanite and Lumen.
You'll create a great looking game using Unreal’s latest and greatest features, such as creating a character using MetaHumans, using Quixel Bridge for assets and Lumen and Nanite to make the game visually stunning.
You'll use Unreal Blueprints visual scripting to create every aspect of your very own 3rd Person action adventure game. We'll teach you how to use raycasting to shoot weapons and deal damage to enemies, how to trigger events, move objects, create hazards and other important action adventure mechanics.
By the end of the course you’ll have your own playable level, complete with hazards, obstacles, pickups and interactables.
You’ll get full lifetime access for a single one-off fee. The creators are qualified and experienced with modelling and coding, so are able to explain complex concepts clearly, as well as entertain along the way.
You’ll also gain access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
So dive into the amazing world of UE5 now.
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Get Unreal Engine 5.1 installed and set up on your machine.
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In this lecture, we’ll set up and test the default third-person template within Unreal Engine.
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Lucy invites you to join us in our various community support forums in order to ask questions, connect with other students and share your progress.
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Any time we change our project during a lecture we will commit that change to a public source control repository for students to access. In this video we show you how to access that content.
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We’ll use Quixel Bridge to import Megascan assets and materials to decorate our scenes with.
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We’ll use the MetaHuman Creator to design our player character. Then, we’ll import this character into Unreal Engine.
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We’ll set up our newly imported MetaHuman character with third-person controls, replacing the default mannequin.
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In this lecture, we’ll test out UE 5.1’s physics features with simulated physics and mass! We’ll create an interactable block that we can push and use as a platform.
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We’ll set up a new Enhanced Input Action as well as retarget animations to create a new crouching animation.
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Now that our character can crouch, we’ll add new animation states to allow walking while crouching!
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Time to add a bit of danger! We’ll create a loss condition that alerts the player and restarts the level.
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We’ll be creating stairs and bridges using Unreal Engine’s dynamic object creation tools.
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We’ll be creating a torch model and attach it to our player character. This will be the basis for our first useable item pickup!
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In this lecture, we’ll create the pickup itself and turn it into a reuseable blueprints.
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including blueprints, widgets, and colliders to detect when the user is close enough!
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In this lecture, we’ll design an interactive obstacle. Our new spider web will need to be burned down to open up new paths for the player.
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We’ll convert our enemy MetaHuman into a useable third person enemy blueprint that can accept AI perception updates.
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We’ll use level blueprints to set up target points throughout a level that our first enemy AI will patrol.
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In this lecture, we’ll set up AI Sight Perception so when an enemy AI sees the player, they’ll start chasing them.
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We’ll create a distraction by enabling the player to throw a rock, creating a sound for enemy AI to hear.
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A new enemy AI with Hearing Perception will detect the sound and proceed to investigate.
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In this lecture, we’ll import a weapon model and attach it to our player. We’ll use sockets in the Skeletal Mesh to set it’s location and a sphere object to act as the muzzle point.
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We’ll create a new pickup for our weapon. This will allow the player to visually see when they are in range of the weapon, and allow them to pick it up using an Enhanced Input Action.
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In this lecture, we create animation states for when our player is holding or aiming a weapon. This will allow us to set up Aim Down Sight mechanics.
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In this lecture, we’ll create our ADS mechanics that will allow our player to use the right mouse button to get a closer, more precise view of their target.
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Time for the fun stuff! We’ll work with Linecasting using Blueprints to check when our weapon hits an object. We’ll also set up debugging tools to allow us to visualize the linecasting during testing.
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In this lecture we will be creating HP and looking at the destruction of objects
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In this lecture, you’ll learn to apply physics impulses to objects you shoot with your new linecasted weapon!
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In this lecture, we’ll design a basic health/HP system and apply it to an obstacle within our scene. We’ll set up blueprint logic to calculate and display HP.
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In this lecture, we’ll be learning to apply damage to objects within our scene to make them interactable. We’ll use physics to make the planks fall apart after reaching 0 HP.
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In this lecture, we set up our armed guard blueprint with HP. We then set up logic using custom Blueprint functions to enable ragdoll physics once the enemy is out of HP.
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We’ll import a new MegaScan to act as our explosive barrel. We’ll adjust the material of the barrel, add particle effects to light it on fire when shot, and after a short delay, spawn an explosion! These explosions will damage enemies nearby.
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In this lecture, we’ll explore Unreal Engine 5.1’s new Fracture tool, which will allow us to create a wide variety of destructible meshes. We’ll create meshes that break into large pieces, small pieces, and even ones that break into brick-shaped pieces to simulate brick walls!
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In this lecture, we’ll create a more controlled destruction method using build in control fields to set up what parts of a mesh can be destroyed, as well as what parts remain anchored to other objects.
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Welcome to our section on Aesthetics and Lighting!
In this lecture we take a detour to add some extra detail into our levels. Spreading out our assets, adding ground clutter, and otherwise beautifying our cave interiors.
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In this lecture, we close up our caves and start with a clean slate in terms of lighting. With no skylight to light the way, we’ll use custom lighting components to brighten up our scenes.
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In this lecture, we create a custom material to use with our lava asset. Adding nodes like the panner allow us to dynamically resize, move, and even add emissive effects to materials!
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In this lecture, we go over post processing effects, applying custom color grading, visual effects like bloom or camera flares, and even use chromatic aberration to give a heat-wave-like effect to our lava level!
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We’ll set up custom camera settings, including focus and aperture, then control them in sequencer to create a level intro cinematic.
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We’ll manipulate lighting in two ways, through dynamic light materials, and through blueprints directly. This will allow us to create dynamic lighting effects for things like campfires or flickering lights.
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Welcome to our section on Behavior Trees and the Environmental Query System!
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In this lecture, we’ll introduce Behavior Trees to act as our AI State Machines. This will allow more intelligent interactions and allow the AI to make “decisions” on the fly.
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Now that we’ve got our first AI patrol state, we’ll introduce switching states based on variables, in this case, chasing the player when seen.
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We’ll integrate our AI perception from our single-use AI’s to enable hearing in our behavior trees. When the enemy hears a reported sound, it will go investigate, then continue it’s patrol task.
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We’ll set up our enemy character to hold a weapon, and make the variable public so we can decide which enemies have a weapon, and which enemies do not. With one simple variable, we can enable and disable an variety of behaviors.
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Our guards that are meant to, well, stand guard should probably not roam around aimlessly. In this lecture, we’ll add a new public variable that will allow us to define whether an enemy should patrol or stand guard.
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Time to bring back our HP! We prototyped our HP system with our single-use armed guard AI, and here we’ll bring that code back to add HP to our new behavior-tree based AI!
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In this lecture, we’ll discuss Unreal Engine’s Environmental Query System (EQS) to give our AI specific locations to run and hide, take cover, or even keep its distance from the player during a shootout!
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While it makes sense for some guards to keep their distance, we also want them to be a challenge to the player and shoot back. Here, we’ll set up the enemy to follow the EQS to find a good attack point.
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Once the enemy is low on health, we want them to switch behaviors and run for cover. In this lecture, we’ll reference our second EQS to find cover when the enemy is low on health.
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We’ll set up new functions to integrate a player health system. This will give our enemies a way to do some damage in return.
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No more HP? Time to try again. We’ll set up (and update) our player loss system to take HP into account.
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Now that our movement is in place, it’s time to make things a bit more dangerous! We’ll set up a timer to shoot back at the player!
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Welcome to our section on Action Mechanics!
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Indiana, who? In this lecture, we’ll set up triggered, timed, and sequencer-based events to add some exciting and fun game mechanics, such as a bridge breaking or a giant boulder dislodging and rolling after you!
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We’ll update our level sequence to include new objects, particle systems, and camera shakes all within our cinematic timeline.
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Once our sequence finishes playing, we’ll drop the boulder causing it to roll towards the player. We’ll create a blueprint to make the boulder dangerous as it rolls, then turn it back into a harmless physics object once it stops.
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The action doesn’t stop! Next, we create a break-away bridge that the player will need to jump across to read the cave’s exit.
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Now it’s time to blow the bridge and start our second sequenced action scene! The bridge will break, the player will attempt an impossible jump, and then catch the ledge just at the last second (using some game dev magic, of course!)
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It wouldn’t be an action game without some risk involved! The player jumped the gap, but only reached the edge and is hanging by a thread! In this lecture we’ll set up a ledge catching system, making the player climb up after the near miss.
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The player is hanging right on the edge of disaster, will the player hit the quick-time event action button on time, or will they fall to their doom? In this lecture, we set up the climb animation and add a bit QTE mechanic to the system.
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In this lecture, we’ll create a custom rig and animation retargeter that will allow us to use any Mixamo animation with the Unreal Engine 5 mannequin.
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Checkpoint! We’ll create a loading and saving system that triggers when the player reaches a key point of interest within our level.
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Here, we’ll update our crouch animation to be a bit more dynamic, reacting to whether the character is holding a weapon or not.
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In this lecture, we’ll set up our initial UI blueprint and design a dynamic crosshair that hides or shows depending on whether the player is aiming down sight.
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We’ll start populating our user interface by implementing our coin and treasure counters.
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In this lecture, we’ll create a visual health display for our GUI. We’ll also add health bars to enemies, and set them to only sow when close enough to the player.
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A title screen helps prepare your players for what’s to come. Let’s make a good first impression and create an aesthetic and functional main menu scene!
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In this lecture, we’ll set up a custom system to detect when the player is using a gamepad. Then, we’ll update our UI elements to display the appropriate prompts based on this information.
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In this lecture, we discuss game optimization tips and set up a Setting menu so the player can manually adjust their own graphics options.
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In our final lecture, we’ll put the finishing touches on our game and package it for Windows.
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Time to take a look at what we’ve done so far, and briefly discuss the possibilities moving forward!
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