Learn how to make video games with Unreal Engine 5. If you’ve already learned the basics of Unreal Engine and are eager to learn more, this is the course for you. For monetary reasons, almost all courses are beginner’s courses. This course is for those who have been desperately seeking something more advanced on Unreal Engine. Continue your journey towards being a professional video game developer with Unreal Engine 5: The Intermediate Course.
Learn How to Make Video Games with this Unreal Engine 5 Course for Intermediate Game Developers
Learn how to make video games with Unreal Engine 5. If you’ve already learned the basics of Unreal Engine and are eager to learn more, this is the course for you. For monetary reasons, almost all courses are beginner’s courses. This course is for those who have been desperately seeking something more advanced on Unreal Engine. Continue your journey towards being a professional video game developer with Unreal Engine 5: The Intermediate Course.
Learn How to Make Video Games with this Unreal Engine 5 Course for Intermediate Game Developers
Continue your game dev studies with one of the most up-to-date Unreal Engine courses available. This course is regularly updated so that it will always cover one of the most recent versions of Unreal Engine 5.
I also spent a great deal of time before the course was first published to plan out all the lessons so that:
nothing is covered without the prerequisite knowledge needed being covered first
lectures and sections are self-contained without jumping from topic to topic
In other words, I strived to structure the course in the “ideal” order, in order to reduce confusion to a minimum. At this point in your studies, you should understand how difficult it is to achieve goals 1 and 2 at the same time, as so many various topics are closely interrelated, so I’m very proud of what I was able to accomplish with this course.
Learn How to Be a Professional Video Game Developer Using Unreal Engine
This course was designed for those who are looking for a professional path of study for Unreal Engine 5. This might not line up with your goals. If you’re just looking to play around a bit, then you may not like the attention to detail. But if you’re interested in getting as good as possible, I’ve designed this course to give you what the others won’t.
This course covers the details that other courses skip, which causes confusion when trying to learn more advanced topics. By the end you should have a thorough understanding of intermediate concepts of Unreal Engine and be fully prepared to move on to more advanced topics.
Intermediate-Level Game Design Concepts
If you are familiar with, at a basic level, concepts such as Projects, Levels, Actors, Meshes, Collisions, and Blueprints, then you are fully prepared to take this course.
The course will cover the following topics in thorough detail:
Materials & Textures
Landscapes & Open Worlds
Skeletal Meshes & Animations
Intermediate Blueprints
Materials and Textures - How to make snazzy, professional-looking materials for your meshes. Includes topics such as material inputs, normal maps, blend modes, shading models, material instances, water materials, material functions, texture masking, UV mapping, texture coordinate node, world position offset, and decals.
Landscapes and Open Worlds - How to make breathtaking landscapes and huge, sprawling open worlds with seamless loading, while still achieving incredible numbers of frames per second. Learn about manage mode, sculpt mode, paint mode, landscape hole materials, landscape auto materials, splines, landscape grass, foliage mode, world partition system, level instances, level of detail (LOD), and nanite.
Skeletal Meshes and Animations - How to animate skeletal meshes in an interactive manner and blend smoothly between animations. Learn about skeletons, sockets, animation sequences, animation blueprints, state machines, blend spaces, cached poses, blend profiles, additive animations, aim offsets, animation montages, notifies, animation curves, morph targets, and animation attributes.
Intermediate Blueprints - Recap the fundamentals of Blueprints, then build upon that knowledge to achieve great skill and flexibility when it comes to scripting your games. Topics include advanced data types, data tables, spawning actors, referencing actors, functions, function libraries, macros, local variables, construction script, debugging, event dispatchers, and blueprint interfaces.
Introduction to the Intermediate course and to the Material system. How to create new Materials and overview of the Material Editor. Learn about the Material Inputs node, Constant nodes such as Constant2Vector, and keyboard shortcuts for the Material Editor.
Learn the precise definition of a Texture in Unreal Engine and how to use them. Covers the Texture Sample node, Texture property, Sampler Source property, supported Texture resolutions and file types.
Learn about the most commonly used Material Inputs, including Base Color, Metallic, and Roughness. Learn what the difference is between Roughness and Specular. How to use the Emissive Color input with overdriven values to create a glowing effect. Also covers the Multiply node and the Ambient Occlusion input.
Learn the definition of normal vectors and normal maps and how to use them with the Normal Input of an Unreal Engine Material to add subtle details to Materials in a high-performance way. Learn why normal maps contain so much light purple in them.
Explains the difference between isotropic and anisotropic materials in chemistry and physics and how that relates to the Anisotropy input in Unreal Engine. Also covers the Tangent input which works in tandem with the Anisotropy input. Explains what is meant by tangent-space normal maps vs object-space normal maps.
Covers the various buttons and menus of the Material Editor Toolbar, including the Apply, Home, Hierarchy, Live Update, Clean Graph, Preview State, Hide Unrelated, Stats, and Platform Stats buttons. Also covers the Preview Material, All Node Previews, Realtime Nodes, Clean Up, Hide Unused Connectors, Lock Node State, and Focus Whole Chain settings.
Learn the difference between the various settings of the Blend Mode property - Opaque, Masked, Translucent, Additive, and Modulate. Understand the Opacity and Opacity Mask inputs. Create a chain link fence Material using an Opacity Mask. Also covers the Two Sided, Screen Space Reflections, and Lighting Mode properties and how lit translucency is very computationally expensive.
Learn how Material Instances allow you to create multiple variations of a parent Material in an efficient manner. Understand Parameter nodes and how parameterize a Material. Learn the difference between scalar parameters and vector parameters. Also covers the TextureSampleParameter2D node, the Save Sibling and Save Child buttons, and the Material Property Overrides property.
Demonstrates the use of Dynamic Material Instances by creating a Material that gets darker every time it is hit by a projectile. Covers the Create Dynamic Material Instance, Set Scalar Parameter Value, and Set Vector Parameter Value nodes.
Explains the various settings of the Shading Model property including Default Lit, Unlit, Subsurface, Preintegrated Skin, Subsurface Profile, and Two Sided Foliage. Also cover the Subsurface Color input and the Mean Free Path Distance and Mean Free Path Color properties.
Covers the remaining Shading Models, including Clear Coat, Hair, Cloth, Eye, Thin Translucent, and From Material Expression. Explains the difference between the Clear Coat and Clear Coat Roughness inputs. Explains the Scatter, Backlit, Fuzz Color, Cloth, Iris Mask, Iris Distance, TransmittanceColor, and Custom Data inputs. Also covers the Clear Coat Enable Second Normal property and the ClearCoatBottomNormal and ThinTranslucentMaterialOutput nodes.
Covers the use of the SingleLayerWater Shading Model which is used to create Materials that look like the surface of water. Learn about the SingleLayerWaterMaterialOutput node and its ScatteringCoefficients, AbsorptionCoefficients, PhaseG, and Color Scale Behind Water inputs. Learn about the Refraction input, including the Refraction Method and Reflection Depth Bias properties, and the difference between the Index of Refraction, Pixel Normal Offset, and 2D Offset properties.
Covers many of the Math Expression nodes available, including the more common Add, Subtract, Multiply, Divide, Power, SquareRoot, Round, Floor, Ceiling, Truncate, Fraction, and Absolute nodes. Also covers some of the more advanced Math Expression nodes, including the FMod, Sign, Clamp, Saturate, OneMinus, ComponentMask, AppendVector, InverseLerp, SmoothStep, Logarithm10, Logarithm2, CrossProduct, DotProduct, and Normalize nodes.
Covers many of the Input Data Expression nodes available, including the ActorPositionWS, CameraPositionWS, CameraVectorWS, WorldPosition, PixelDepth, PixelNormalWS, ObjectBounds, ObjectRadius, ObjectOrientation, and ObjectPositionWS nodes
How to use Material Functions to make reusable Material networks and make your graphs more readable. Learn about the FunctionInput, FunctionOutput, TextureObject, and StaticSwitch nodes. Also covers the Preview Value and Expose to Library properties and the Preview pin.
Covers several of the Material Functions in the Blend and Image Adjustment categories of that Palette, including Blend_ColorBurn, Blend_ColorDodge, Blend_Darken, Blend_Lighten, 3ColorBlend, CheapContrast, CheapContrast_RGB, SCurve, and HueShift. Covers the difference between the Base and Blend pins and how to use the Hue Shift Percentage pin. Also explains the Show Engine Content setting.
Achieve texture masking using Lerp or Multiply nodes along with a grayscale texture. Allows you to divide Materials into different sections which can have different Material input values. Also covers the Start Previewing Node option.
How to combine multiple Materials into one using Material Layers. Learn about the old method using Functions and about the new method which uses a dedicated Material Layer asset. Learn the difference between the GetMaterialAttributes, SetMaterialAttributes, MakeMaterialAttributes, and Input Material Attributes nodes. Also covers the MaterialAttributes pin and Attribute Set Types property.
Learn about the Material Layer Blend asset and how its Top Layer and Bottom Layer pins work.
Learn about the concept of UV mapping, which is the method used to determine how two-dimensional texture maps get applied to three-dimensional objects. Also covers UV coordinates, UV channels, the Texture Coordinate node, and the Coordinate Index property.
Goes into detail about the Texture Coordinate node which was introduced at the end of the previous lecture. The Texture Coordinate node allows you to modify the UV map that a texture uses. Explains the UTiling, VTiling, Un Mirror U, Un Mirror V, Num Customized UVs, and Const Coordinate properties. Also explains the Customized UVs inputs including the Customized UV0 input.
How to create gradient textures directly within the Material Editor using the LinearGradient, DiamondGradient, and RadialGradientExponential nodes. Also covers the UGradient, VGradient, UV Channel, Falloff, CenterPosition, Invert Radius, and Density pins.
Shows how the Time Node can be used to create some simple animation effects in your Materials. Explains the Ignore Pause and Period properties. Also covers the Sine, Cosine, and Tangent nodes, the Arcsine, Arccosine, and Arctangent nodes, and the ArcsineFast, ArccosineFast, and ArctangentFast nodes.
How to rotate and pan Materials using the Rotator and Panner nodes. How the Speed, Center X, Center Y, Speed X, Speed Y, and Fractional Part properties work.
How to use bump maps, also known as height maps, to give the illusion of depth to different parts of a Material. Explains the BumpOffset node and its Height and HeightRatioInput pins and its Reference Plane property.
Learn about the World Position Offset input which affects the vertices of the mesh that the Material gets applied to. Also learn about the SimpleGrassWind and VertexNormalWS nodes.
This lecture will cover the use of the Pixel Depth Offset input, which will cause the pixels of a Material to be drawn at a further distance away from the camera.
Covers Decals which can be used to add additional details to surfaces such as cracks, dirt, blood, bullet holes, graffiti, and so on. Or to create thin, flat objects such as posters and paintings and building details such as fake windows and doors. Learn the difference between a Decal Actor and a Decal Material and what the purple arrow of the Decal Actor means. Learn about the Receives Decals property, the Decal Lifetime Opacity node, and the Deferred Decal value of the Material Domain property. Covers how to use decal fades including the Fade Duration, Fade Start Delay, Destroy Owner After Fade, and Fade Screen Size properties.
Overview of Unreal Engine's Landscape system which you can use to quickly sculpt and paint huge terrains for your game to use. Learn about the various Landscape modes and about the Brush Size and Tool Strength properties.
This lectures goes into detail about Manage mode of the Landscape system. Covers its various tools such as the New Tool, Select Tool, Delete Tool, Add Tool, Move Tool, Resize Tool, Splines Tool, and Import Tool. Also covers the Fill World button and Clear Component Selection button. Learn about the Number of Components, Sections Per Component, Section Size, Overall Resolution, Total Components, and Heightmap File properties. What is the difference between the Expand, Clip, and Resample values of the Resize Mode property?
This video covers Landscape Brushes, which define the size, shape, and falloff of the tools in Sculpt and Paint modes. What is the difference between the Linear, Sphere, Smooth, and Tip options of the Brush Falloff property? What is the difference between the Circle, Pattern, Alpha, and Component brush types? How to use the Auto-Rotate property.
Learn about Landscape Edit Layers which can be used to make non-destructive edits to your Landscape. Learn about the Enable Edit Layers property and how to use the Layer Contribution view mode.
Covers the first seven tools of Sculpt Mode, including the Sculpt, Erase, Smooth, Flatten, Ramp, Erosion, and Hydro Erosion Tools. Covers the Use Clay Brush, Filter Kernel Radius, Detail Smooth, Combined Layers Operation, Flatten Target, Pick Value Per Apply, Use Slope Flatten, and Flatten Mode properties. Also covers the Ramp Width, Side Falloff, Threshold, Iterations, Noise Scale, Noise Mode, Rain Amount, Sediment Cap, Initial Rain Distribution, and Rain Dist Scale properties.
Covers most of the rest of the tools in Sculpt Mode, including the Noise Tool, Retopologize Tool, Mirror Tool, Region Selection Tool, and Copy/Paste Tool. Learn about the Mirror Point, Smoothing Width, Use Region as Mask, Negative Mask, Paste Mode, Gizmo copy/paste all layers, Snap Gizmo to Landscape grid, and Use Smooth Gizmo Brush properties. Learn about the Recenter, Clear Region Selection, Copy Data to Gizmo, Clear Gizmo Data, Fit Gizmo to Selected Regions, and Fit Height Values to Gizmo Size buttons. Also covers the Landscape Gizmo and Gizmo Brush.
Gives an overview of Landscape Materials and teaches about the various tools available in Paint Mode of Unreal Engine's Landscape system. Covers the Landscape Layer Coordinates node, the Landscape Layer Blend node, and Layer Info Objects. Also covers the Mapping Scale, Max Painted Layers Per Component, and Layer Allow List properties. Learn the difference between a Weight-Blended Layer and a Non Weight-Blended Layer. Learn the difference between the Limit Layer Count, Existing Layers Only, and Component Allow List options of the Painting Restrictions property.
Covers Landscape Materials in greater detail. Explains the difference between the Weight Blend, Alpha Blend, and Height Blend types available on the Layer Blend node. Also covers the Preview Weight property and the Layer Debug Landscape Visualizer.
Shows how you can use a Landscape Hole Material, along with the Visibility Tool in Sculpt Mode, to carve out holes in the Landscape. Also covers the Landscape Visibility Mask node.
Learn how to use Landscape Auto Materials to automatically apply certain textures to the Landscape based on specified conditions. Learn about the SlopeMask node and its SlopeAngle, FalloffPower, and TangentNormal pins.
Covers Landscape Splines which are used to place down a long row of the same mesh, in order to create features such as roads, fences, walls, etc. Covers the Use Auto Rotate Control Point, Half-Width, Connections, Tangent Length, Socket Name, and Scale to Width properties. Explains the Flip Selected Segment(s), select all control points, and select all segments buttons. Also covers the Reserve for Splines option of the Edit Layers system. Learn the difference between control points and segments.
Goes into more detail regarding Landscape Splines. Explains the Material Overrides, Center Adjust, Forward Axis, Up Axis, Raise Terrain, Lower Terrain, Layer Name, Layer Width Ratio, Left and Right Side Falloff Factor, Layer Falloff Factor, End Falloff, and Mesh Vertical Offset properties. Also explains the Move to current level and Update Spline Mesh Levels buttons.
This lecture covers Landscape Collisions and the related properties Collision Mip Level and Simple Collision Mip Level. Also covers the Player Collision and Visibility Collision view modes.
Learn about the Landscape Grass system which can be used to automatically apply meshes along a Landscape Layer. This is useful, not just for placing grass, but also sticks, rocks, and so on. Explains the Landscape Grass Type asset, the Landscape Grass Output node, and the Landscape Layer Sample node. Also explains the Grass Varieties, Grass Mesh, Grass Density Quality, Enable Density Scaling, Start Cull Distance Quality and End Cull Distance Quality properties.
Covers the remaining properties of the Landscape Grass Type asset, including Use Grid, Placement Jitter, End Cull Distance, Start Cull Distance, Grass Density, Min LOD, Scaling, Random Rotation, Align to Surface, and Grass Varieties. Also covers the use of the PerInstanceFadeAmount node.
This lecture covers the foliage system of Unreal Engine which is activated by going to Foliage Mode and using the Foliage Palette. Learn about the Paint Density, Erase Density, Single Instance Mode, Place in Current Level, Single Instance Mode Override Radius, and Filters properties. Learn the difference between Actor Foliage and Static Mesh Foliage.
Covers the tools available in Foliage Mode including the Select Tool, Lasso Tool, All Tool, Deselect Tool, Invalid Tool, Reapply Tool, Single Tool, Fill Tool, and Remove Tool. Covers the properties of foliage assets, including the Density Adjustment Factor, Component Class, Z Offset, Align to Normal, Align Max Angle, Average Normal Single Component, Random Pitch Angle, Random Yaw, Ground Slope Angle, Inclusion Landscape Layers, Exclusion Landscape Layers, Max Cull Distance, Custom Navigable Geometry, and Translucency Sort Priority properties.
Gives an overview of the World Partition system, which is an optimization system used to create large, open worlds. Explains streaming proxies and the World Partition Editor, including using Load Region From Selection and Unload Selected Regions. Also explains the Enable Streaming, Show Actors, Show Cell Coordinates, and World Partition Grid Size properties.
How a World Partition Level works during runtime. How to use the command wp.Runtime.ToggleDrawRuntimeHash2D. Introduction to streaming sources and what unloaded still around means. Also covers the Runtime Settings, Preview Grids, Grid Name, Cell Size, Loading Range, Block on Slow Streaming, Priority, Runtime Grid, and Is Spatially Loaded properties.
Goes into greater detail about streaming sources, which were introduced in the previous two lectures. Explains the Enable Streaming Source, Streaming Source Should Activate, Streaming Source Should Block on Slow Streaming, Target Behavior, Target Grids, Debug Color, Shapes, Use Grid Loading Range, Loading Range Scale, Is Sector, Sector Angle and Target State properties. Explains the Is Streaming Completed, Enable Streaming Source and Disable Streaming Source nodes. Also covers the World Partition Streaming Source component.
Learn about Data Layers, which allow you to place the Actors in your Level into separate layers, which can then be loaded and unloaded. Covers the Add Selected Actors to Selected Data Layer, Remove Selected Actors from Selected Data Layers, and Append Actors in Data Layer to Selection tools. Covers the Data Layer Type, Data Layers Assets, Loaded in Editor and Initial Runtime State properties. Also covers the Data Layers Outliner panel, Data Layer instance, and Get Data Layer Subsystem node.
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