From installation through Blueprints, the Gameplay Framework, collisions and damage, materials with Nanite and Lumen, animation and AI, UMG and sound, working with C++, and finally optimization and packaging. Over 50 lessons, you'll build one complete third-person 3D action game, "Lighthouse Isle," where you explore an island at night. The first half uses Blueprints only; the second half drops down into C++.
The 50 lessons are split into seven chapters. We recommend working through them in order from chapter 1. You build one game, "Lighthouse Isle," across the whole course, so assets you make in one lesson are used in the next. Note: Unreal Engine can't run in the browser, so try everything in the editor you install in lesson 1 (Unreal Engine 5.6; 5.4 and later look almost the same). This course needs the heaviest setup of any course on the site (100 GB or more of free storage and a gaming-class GPU). Lesson 1 walks through the requirements. The prerequisite is basic C# or C, and from chapter 6 on you'll use C++.
Install Unreal Engine and learn how to read the editor and how actors and components work. You'll learn to read and write Blueprints as a language in their own right, and finish by building a door that opens when you touch it.
Following Unreal's framework of GameMode, PlayerController, and Character, you'll make the player walk, attach a camera, and add collisions and damage. Finally, you'll build the game's rule: collect three shards and the gate opens.
Build the look with materials, models brought in from Blender, Nanite and Lumen, sky and fog, terrain and foliage, and post-processing. Finally, you'll put together the lighting for Lighthouse Isle at night.
Put together character animation with blend spaces and state machines, and add attacks with montages. You'll learn physics, navigation meshes, and behavior trees, and finish by building the AI for a warden that patrols the island.
Build the HUD and menus with UMG, add screen transitions and saving, and make sounds play. Finally, you'll run the whole flow from the title screen to the ending in one go.
Add C++ to the project you built with Blueprints. You'll learn what UCLASS and UPROPERTY mean, how garbage collection works, how to split work between Blueprints and C++, and how builds work, and finish by moving the health system into a C++ component.
Track down what's slowing the game with the profiler and fix it, then package it into a form you can distribute. Finally, look back over the whole course while comparing Unreal with Unity and Godot.
Once you've finished all 50 lessons, try the same ideas in another engine with the Unity Game Dev Intro Course or Godot for Beginners, or learn to make your own models and animations in Blender Python for Beginners. A membership unlocks every course.