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Flappy Bird Like Unreal Engine 5 For Beginners Easy Start

  • Development
  • Jan 24, 2025
SynopsisFlappy Bird Like – Unreal Engine 5 For Beginners Easy S...
Flappy Bird Like  Unreal Engine 5 For Beginners Easy Start No.1

Flappy Bird Like – Unreal Engine 5 For Beginners Easy Start, available at $54.99, with 94 lectures, and has 115 subscribers.

You will learn about Unreal Engine – All the fundamentals of what makes unreal engine a good game engine for beginners to learn on. Blueprint Nodes and how to use them to make games with ZERO hand written code for easy game development Variables and how to use them in game development Physics systems and interactions This course is ideal for individuals who are Developers Shifting From Unity Engine To Unreal Engine and need a simple course to get to grips with how unreal engine works or Beginners who want an easy to digest course taking them through multiple aspects of Unreal Engine 5 or University Students that need help with a new project and some additional explanations and implementations of game development concepts in Unreal Engine 5 or Learners who want a more progressive set of instructions with clear explanations and are tired of incomplete tutorials from other parts of the web It is particularly useful for Developers Shifting From Unity Engine To Unreal Engine and need a simple course to get to grips with how unreal engine works or Beginners who want an easy to digest course taking them through multiple aspects of Unreal Engine 5 or University Students that need help with a new project and some additional explanations and implementations of game development concepts in Unreal Engine 5 or Learners who want a more progressive set of instructions with clear explanations and are tired of incomplete tutorials from other parts of the web.

Enroll now: Flappy Bird Like – Unreal Engine 5 For Beginners Easy Start

Summary

Title: Flappy Bird Like – Unreal Engine 5 For Beginners Easy Start

Price: $54.99

Number of Lectures: 94

Number of Published Lectures: 94

Number of Curriculum Items: 94

Number of Published Curriculum Objects: 94

Original Price: $19.99

Quality Status: approved

Status: Live

What You Will Learn

  • Unreal Engine – All the fundamentals of what makes unreal engine a good game engine for beginners to learn on.
  • Blueprint Nodes and how to use them to make games with ZERO hand written code for easy game development
  • Variables and how to use them in game development
  • Physics systems and interactions
  • Who Should Attend

  • Developers Shifting From Unity Engine To Unreal Engine and need a simple course to get to grips with how unreal engine works
  • Beginners who want an easy to digest course taking them through multiple aspects of Unreal Engine 5
  • University Students that need help with a new project and some additional explanations and implementations of game development concepts in Unreal Engine 5
  • Learners who want a more progressive set of instructions with clear explanations and are tired of incomplete tutorials from other parts of the web
  • Target Audiences

  • Developers Shifting From Unity Engine To Unreal Engine and need a simple course to get to grips with how unreal engine works
  • Beginners who want an easy to digest course taking them through multiple aspects of Unreal Engine 5
  • University Students that need help with a new project and some additional explanations and implementations of game development concepts in Unreal Engine 5
  • Learners who want a more progressive set of instructions with clear explanations and are tired of incomplete tutorials from other parts of the web
  • Get to grips with how to use Blueprints in Unreal Engine 5 to speed up your game development. Learn the fundamentals of Unreal Engine Game development specifically we’ll be making a side scrolling game. These are some of the simplest games for beginners to learn game development without being too complex.

    You Will Learn :

    1. Unreal Engine :All the fundamentals of what makes unreal engine a good game engine for beginners to learn on.

    2. Physics :How Physics works in game engines and how to use it to make an interactive game

    3. Collisions :Learn how collision works to make games interactable

    4. Game Balance :Learn how to change Variables to make your game more balanced or more difficult

    5. Variables :Learn how to store and change data in a game to change how the world works.

      Explanations are clear and simple and the course is designed so you will have a complete understanding of ever element of the course in full before moving forward. Audio is also clear and the clever use of focus and zooming so you never miss anything that is on screen.

      Anyone shifting from Unity engine and other game engines will have an easy time with this tutorial and some differences between game engines is explained.

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Introduction

    Lecture 2: How to Study this course for best results

    Lecture 3: Download The Latest Version Of Unreal Engine

    Lecture 4: Create The Project

    Chapter 2: Learning How To Create A Character And Use Unreal Blueprint Basics

    Lecture 1: Set Up The Play Level

    Lecture 2: Install Paper ZD Official Plugin For Unreal Engine

    Lecture 3: Understanding How Unreal Engine Manages Positioning Of Objects In The World

    Lecture 4: Simple Collision And Physics Interactions in Unreal Engine : How it works

    Lecture 5: Creating A Character Blue Print

    Lecture 6: Adding Your Player Character To The Level

    Lecture 7: Connecting To The Player Character and adding a Camera

    Lecture 8: Setting Up Player Controls

    Lecture 9: Setting Up Input Context And using Comments To Keep Blueprints Organised

    Lecture 10: Adding A Simple Jump Then A Physics Jump

    Lecture 11: Changing the Jump and Left,Right movement

    Lecture 12: The Sequence Node And Blueprint Debugging Explained

    Lecture 13: Adding Physics Linear Velocity And TICK NODE Explained

    Chapter 3: Game Development For A Bird Scroller

    Lecture 1: Planning Out The Game

    Lecture 2: Using The Tick To Move Forward

    Lecture 3: Creating More Platforming Room

    Lecture 4: Limit Camera Vertical Position

    Lecture 5: Adjusting The Camera View Part 1

    Lecture 6: More Camera Adjustments And Thoughts On Game Balance

    Lecture 7: Adding Top Collision And Player Limits

    Lecture 8: Adding A Developer Material

    Lecture 9: Spawning in an Object

    Lecture 10: Despawning An Object On Collision

    Lecture 11: Setting Up Proper Collision For The Pillar

    Lecture 12: How to Change THe Height Of Spawned in Pillar

    Lecture 13: Spawning in Based OFF TIME

    Lecture 14: Add Color to the Pillar Object For Visibility

    Lecture 15: Make The Spawn Happen on a set timer multiple times

    Lecture 16: How To Visualize Blueprint Code Working

    Lecture 17: Creating Functions To Simplify Using Variables

    Lecture 18: Using Random Booleans To Spawn in two Positions

    Lecture 19: Adjusting The Spawning For Better Visibility

    Lecture 20: Detecting Passing A Pillar Successfully

    Lecture 21: Some Comments For Organisation

    Lecture 22: Code Review And Organization

    Lecture 23: Recording Progress of the Player

    Lecture 24: Using Progress To Increase The Speed Of Spawns

    Lecture 25: Adjustments to the speed of spawning

    Lecture 26: Changing The Player Drop Velocity

    Lecture 27: Make A Homing Projectile

    Lecture 28: Homing Projectile Part 2

    Lecture 29: Homing Projectile Part 3

    Lecture 30: Create A Function For Spawning in Homing Projectiles

    Lecture 31: Creating Logic For Progress Changing Spawns

    Lecture 32: Creating Random Positions Using Code For Spawns

    Lecture 33: Some Balance Recommendations And Randomised Positioning

    Lecture 34: Overview Thus Far

    Chapter 4: Development in Blueprint Part 2

    Lecture 1: Setting Up A Simple Boss Blueprint

    Lecture 2: Make The Boss Move At The Speed Of The Player

    Lecture 3: Make The Boss Spawn in Homing Projectiles

    Lecture 4: Using Randomness to Move The Boss between 3 Locations

    Lecture 5: Move The Boss By Distance From The Player

    Lecture 6: Adding Spawning To The Movement Node

    Lecture 7: Spawning in The Boss After Player Progress Hits 30

    Lecture 8: Spawn Bug Fixed And Code Adjustments

    Lecture 9: Game Mechanics Test

    Chapter 5: Visual Design And Adding in Art

    Lecture 1: Changing The Position of the Sun and Setting Up For Adding In Art

    Lecture 2: Managing Exposure Settings in Unreal Engine

    Lecture 3: Downloading Some Environmental Art From Epic Store (FREE ASSETS)

    Lecture 4: Adding 3D Environment Assets Basics

    Lecture 5: Adjustments To The Position Of Background 3D Assets

    Lecture 6: Exponential Height Fog Adjustments

    Lecture 7: Recommendations Before Adding 2D Art To The Project

    Lecture 8: Adding 2D Art Into Unreal Engine

    Lecture 9: Adding A 2D Sprite To A Character

    Lecture 10: Adding A 2D Sprite Animation To Your Character

    Lecture 11: How To Add A simple 3D Model To Our Scene As The Pillar

    Lecture 12: Changing The Materials On 3D Objects

    Lecture 13: How To Add Niagara Particle Effects To An Object

    Lecture 14: Adding illumination To Our Material

    Lecture 15: Explaining How Niagara Particles Work And How To Use Them

    Lecture 16: Advanced Material Editing For The Final Boss

    Lecture 17: Advanced Material Editing Part 2

    Lecture 18: Advanced Material Editing Part 3

    Lecture 19: Setting Up Before Using Chaos Physics

    Lecture 20: Creating Destructible Objects in Unreal Engine

    Lecture 21: Replacing 3D Asset Of The Pillar And Mesh Troubleshooting

    Lecture 22: Switching To Quixel Megascans For 3D Assets For Our Pillar

    Lecture 23: Adding Destruction To Megascan Objects

    Lecture 24: Performance Optimisations By Despawning Assets After A Time

    Lecture 25: Adding Impact To The Pillar (This is a long one)

    Lecture 26: Overview on the last few parts of Unreal Engine To Be Covered

    Lecture 27: Adding a health bar to the player and some troubleshooting

    Lecture 28: Adding Damage to the Pillar and the Homing Projectile

    Lecture 29: Pause The Game Once Player Health goes below zero

    Lecture 30: Adding A Deathscreen

    Lecture 31: Adding Buttons To The Deathscreen

    Lecture 32: Adding Audio Into Unreal Engine

    Lecture 33: Adding Audio Components To All Blueprints

    Lecture 34: Final Words Of Encouragement For Your Game Development Journey

    Instructors

  • Flappy Bird Like  Unreal Engine 5 For Beginners Easy Start No.2
    Hyper Dev
    Unreal Engine Courses For People Who Want To Make Full Games
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