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Unreal Engine 5- First Person Shooter

  • Development
  • May 11, 2025
SynopsisUnreal Engine 5: First Person Shooter, available at $54.99, h...
Unreal Engine 5- First Person Shooter  No.1

Unreal Engine 5: First Person Shooter, available at $54.99, has an average rating of 4.81, with 97 lectures, based on 8 reviews, and has 108 subscribers.

You will learn about Use Unreal Blueprints visual scripting to create every aspect of your very own First Person Shooter. Make your own complete game in Unreal Engine. Create your own playable levels, complete with enemies, pickups and interactables. How to package the project for friends and family to play. This course is ideal for individuals who are Beginner/Intermediate Unreal Engine 5 Blueprint Scripting It is particularly useful for Beginner/Intermediate Unreal Engine 5 Blueprint Scripting.

Enroll now: Unreal Engine 5: First Person Shooter

Summary

Title: Unreal Engine 5: First Person Shooter

Price: $54.99

Average Rating: 4.81

Number of Lectures: 97

Number of Published Lectures: 97

Number of Curriculum Items: 97

Number of Published Curriculum Objects: 97

Original Price: $89.99

Quality Status: approved

Status: Live

What You Will Learn

  • Use Unreal Blueprints visual scripting to create every aspect of your very own First Person Shooter.
  • Make your own complete game in Unreal Engine.
  • Create your own playable levels, complete with enemies, pickups and interactables.
  • How to package the project for friends and family to play.
  • Who Should Attend

  • Beginner/Intermediate Unreal Engine 5 Blueprint Scripting
  • Target Audiences

  • Beginner/Intermediate Unreal Engine 5 Blueprint Scripting
  • Greetings and welcome to the “Unreal Engine 5: First Person Shooter” course!

    Throughout this program, we’ll embark on the exciting journey of prototyping an FPS game entirely from scratch, utilizing the power of blueprints. Wondering why blueprints? Well, visual scripting is not only beginner-friendly but also provides a dynamic way to witness your code in action, sparing you from the daunting task of sifting through countless lines of text.

    Our resource arsenal includes free assets generously provided by Epic Games, talented creators, and a myriad of other sources, catering to our needs for visually stunning VFX and immersive SFX. Brace yourself as we tweak and tailor some of these assets to seamlessly integrate them into our game.

    As we wrap up this course, you’ll have successfully crafted the prototype for your very own single-player FPS adventure. From sculpting the player character and designing weapons to incorporating pickups like ammo and health, we’ll delve into the fundamentals of basic level design and populate our digital world with a variety of formidable foes. Prepare to explore different techniques and understand the appropriateness of each approach.

    Without further ado, let’s dive headfirst into the realm of game development!

    Good luck and have fun with it.

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Introduction

    Chapter 2: Getting Started

    Lecture 1: Creating The Project

    Lecture 2: The Game Instance

    Lecture 3: The Game Mode

    Lecture 4: The Player Controller

    Lecture 5: The Base Character

    Lecture 6: Putting it All Together

    Chapter 3: The Basics

    Lecture 1: Movement Inputs

    Lecture 2: Look Inputs

    Lecture 3: Putting it All Together

    Chapter 4: Setting Up The Player

    Lecture 1: Player Character and Arms

    Lecture 2: Player Animations

    Lecture 3: Animation Blendspaces

    Chapter 5: The HUD and Firing

    Lecture 1: HUD Aim Point

    Lecture 2: Fire Weapon Input

    Lecture 3: Line Tracing

    Chapter 6: Base Weapon

    Lecture 1: Base Weapon Blueprints

    Lecture 2: Pistol Pickup

    Lecture 3: Pistol Equipped Weapon and Player Interface

    Lecture 4: Equip Weapon to Hand

    Lecture 5: Keeping Track of Our Weapon

    Chapter 7: Destructible Objects

    Lecture 1: Destructible Object – Part 1

    Lecture 2: Destructible Object – Part 2

    Lecture 3: Object Fracture – Part 1

    Lecture 4: Object Fracture – Part 2

    Lecture 5: Fracture Field Cleanup

    Chapter 8: Enemy Drone

    Lecture 1: Drone Enemy Base

    Lecture 2: Drone Patrols

    Lecture 3: Drone Face Travel Direction

    Lecture 4: Drone Sees player

    Lecture 5: Drone Chase Player

    Lecture 6: Drone Rotation Cleanup

    Lecture 7: Drone Damages Player

    Lecture 8: Drone Takes Damage

    Lecture 9: Multiple Drones

    Chapter 9: Interactable Objects

    Lecture 1: Base Interactable – Part 1

    Lecture 2: Base Interactable – Part 2

    Lecture 3: Interactable Door – Part 1

    Lecture 4: Interactable Door – Part 2

    Lecture 5: Elevator Call Button Down

    Lecture 6: Elevator Call Button Up

    Lecture 7: Animation To Interact

    Lecture 8: Requiring Items To Interact

    Chapter 10: HUD Updates and Reloading

    Lecture 1: Better HUD Design

    Lecture 2: Sending Data To HUD

    Lecture 3: Updating Player Health

    Lecture 4: Handling Ammo – Part 1

    Lecture 5: Handling Ammo – Part 2

    Lecture 6: Ammo Update On Fire

    Lecture 7: Reload – Part 1

    Lecture 8: Reload – Part 2

    Lecture 9: Updating Weapon Pickups

    Lecture 10: Reload Animation

    Chapter 11: Creating Pickup Items

    Lecture 1: Finish The Base Pickup

    Lecture 2: Health Pickup

    Lecture 3: Key Pickup

    Lecture 4: Enemy Drops Pickup Item

    Chapter 12: Win and Lose Conditions

    Lecture 1: Level Types and Tracking Enemy Count

    Lecture 2: Destroy all Enemy Logic

    Lecture 3: Escape the Level Logic

    Lecture 4: Stopping Player on Death/Lose

    Lecture 5: Show Death/Lose Screen – Part 1

    Lecture 6: Show Death/Lose Screen – Part 2

    Lecture 7: Level Timer – Part 1

    Lecture 8: Level Timer – Part 2

    Chapter 13: New Weapon(Rifle)

    Lecture 1: Setting Up the Rifle

    Lecture 2: Update Animations

    Lecture 3: Weapon Switch – Part 1

    Lecture 4: Weapon Switch – Part 2

    Lecture 5: Setup Automatic Fire

    Lecture 6: Adding Weapon SFX

    Lecture 7: Adding Weapon VFX

    Chapter 14: New Enemy

    Lecture 1: New Enemy Base

    Lecture 2: Setting Up Enemy Basics

    Lecture 3: Enemy Animations

    Lecture 4: Enemy Chase Player

    Lecture 5: Update Enemy Speed On Chase

    Lecture 6: Enemy Line Trace to Player

    Lecture 7: Enemy Shoots at Player

    Lecture 8: Handle Player Sight Loss

    Lecture 9: Hiding Spot – Part 1

    Lecture 10: Hiding Spot – Part 2

    Lecture 11: Killing The Enemy

    Chapter 15: Menu and Saving

    Lecture 1: Main Menu Level

    Lecture 2: In Game Menu

    Instructors

  • Unreal Engine 5- First Person Shooter  No.2
    John Ringel
    Systems Engineer and College Professor
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  • 5 stars: 6 votes
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