Learn now all the basics of one of the most used game engines around the world – and one of the top tools now used for creating digital content
Unreal Engine 5 Foundations – Based on Epic Games Recommended Curriculum
Course Duration
60+ hours
Course Weeks
16 Week
Study Mode
Self Study / with online support
Course Requirements :
- Having a PC that can run Unreal Engine 5
- Basic Level of English
Version
Unreal Engine 5
Course Results
- Participants can make their own unreal engine projects (beginner skills) in various fields & industries that intersect with unreal engine.
- Ability to make games or applications using unreal engine
- Can Start Study intermediate level topics that need basic understanding for unreal engine
Curriculum Content
01. Course Overview & Getting Started
• Course Summary
• Installing Unreal Engine & Account Setup
• Unreal Engine Overview and Resources
• Editor Interface Overview
• Templates & Creating Your First Project
• View Modes & Navigation Basics
02. Mesh Types, Inputs, Collisions
• Importing Meshes Collisions
• Mesh Editor & Mesh Types
• Greyboxing
• Static Mesh vs. Skeletal Meshes and Other Mesh Import Types
• Brief Blueprint Basics
• View Modes, Snapping, and Hotkeys
• Skydomes
• Lights (Overview) & Rendering Quality
• Rendering & Performance Basics
03. Lighting
• Lighting Overview:
• Science, Optimization & Measurement
• Lighting Design & Terminology
• Setting Up Your Scene to Light
• Light Types
• Use Cases: Static, Stationary & Moveable
• Lights Baking Lighting & Lightmap Resolution
• Real Time Lighting & Shadows
• Lighting Effects: IES / Light Rays / Volumetrics
• External: Sun & Sky Actor Location & Time of Day
• The Road to Real-Time Raytracing
04. Materials
• Materials Overview
• Creating Your First Material
• Shading Models
• Masks Material Expressions
• Textures: Texture Map Types
• Instances & Master Materials
• Material: Parameters & Blueprints
• Non-UV Based Material Tools
• External: Quixel, Substance Designer Workflows
• Profiling & Baking Down
05. Physics: Rigid Simulation
• Physics Content Examples
• Physics Bodies
• Mass
• Gravity
• Physics Forces
• Motors
• Forces
• Constraints
• Physics Volumes
• Collisions & Complexity
• Introduction to Skeletal Physics & Rag Dolls
06. Post-Process Volumes (PPVs)
• Overview
• Content Examples
• PPVs Key Settings
• Lens & Film Effects
• Tone Mapping
• LUTs
• Materials for UI
• Rendering & Stylization
• Visual FX Use Cases & Visual Warping Example
07. Blueprint Basics 01
• Overview
• Content Examples
• Variables
• Debugging
• Print
• Breakpoints
• Blueprint Flow Control
• Blueprints Loops
• Custom Events
• Blueprints: World & Local Space
• Randomization & Arrays
• Optimization
08. Blueprint 02: Object Oriented
• Review & New Content Examples
• Understanding Object Actors & Classes
• Actor Class
• Child Blueprints
• Interactive Door
• Interactive Key
• Cross-Blueprint Communication: Combining the Door and Key
• Line Traces & Physics Handles
09. Large Environments & Open Worlds
• Overview of Landscapes
• Landscape Creation Tools
• Landmass Plug-in
• Sculpting
• Displacement
• Landscape Materials
• Foliage vs Procedural Foliage Tool (Introduced)
• Lakes & Rivers
• Level Streaming
• Sky Dome (Review), Volumetric Cloud Example
• Sky Lighting & Vocabulary: Mie, Rayleigh & Crepuscular Rays
• Review: Geographically Accurate Sun Position Tool
• GIS: Cities & Urban Planning
• Concept and Discussion – Open Worlds (Core Games Example)
• Summary & Resources
10. Skeletal Meshes
• Skeletal Mesh Overview
• Content Examples & Pipeline
• Tools & Terminology
• Socket Manager
• Control Rig (Introduction)
• Skeletal Mesh Overview
• Spline Animation
• Morphs
• Cloth
• Rag Doll Simulations & Secondary Motion
• Character Workflow Overview
11. Audio and AI
• Audio Overview
• Content Examples & Vocabulary
• Ambient & Triggered Audio
• Volume Occlusion & Focus
• Sound Cues
• Audio Cue & Physics
• Summary & Resources
• Overview
• Content Examples
• AI Perception
• Sight
• Sound
• Behavior Trees
• Patrol
• Move to
• Wait
• EQS & ther AI
• Summary & Resources
12. Teamwork Pipelines, SCRUM & Testing
• Overview
• Optimal Habits & Tools
• Communication
• Leadership, Teamwork & Group Process
• Organization, Pipelines & Optimization
• Overview
• Teamwork Project Planning: The Gantt vs. Burndown
• SCRUM Process
• Scope Creep
• Testing, Multi User Editing & Version Control
• Summary & Resources
13. Sequencer & Cinematography
• Sequence Overview
• CineCamera Actors & Optics 101
• Rigs & Track
• Sequencer Interface & Animating
• Creating a Sequence (Basic)
• Material Parameters Collection & Blueprints
• Summary & Resources
• Shots & Takes (Level Master & Subscenes)
• Triggering a Sequence
• Recording & Machinima
• Spawnable Workflow
• Output Video
14. UMG: Unreal Motion Graphics Interfaces
• UMG Core Elements & Basics
• Widgets: Creating & Adding an Interface to Screen
• Displaying & Hiding Mouse
• Adding a Button Events & Property Binding
• Making the Button Work
• UI Design Basics Styling / Visual Control
• Interfaces Inside 3D Space (Diegetic UI for 3D Widgets)
• Intermediate / Advanced Topics (and Resources)
• Summary & Resources
15. Visual Effects Week!
• Overview
• VFX-related Content Examples
• Niagara Particle System Overview
• Chaos Engine with a Focus on Fracture Meshes
• Effects Focus Content Review From Earlier This Semester
• Lighting
• Materials
• Physics
• Introduction to Compositing with Composure
• Combos & Connections (Internal/External)
• Summary & Resources
16. Optimization and Publishing
• Course Overview
• Pre-Publishing Steps
• Adding Pause & Quit Buttons
• Publishing Your Project
• Publishing & Troubleshooting
• Performance & Profiling Basics
• Optimization by Category
• Profiling and Optimization Demo
• Looking Ahead, Unreal Engine Opportunities Across Multiple Disciplines!
Curriculum
- 17 Sections
- 182 Lessons
- 16 Weeks
- Week 01: Unreal Overview & Interface9
- 1.1W01_V01_Introduction_Flashback
- 1.2W01_V02-1_System_Requirements_And_Unreal_Launcher
- 1.3W01_V02-2_Unreal_Installing
- 1.4W01_V03_Editor_Navigation
- 1.5W01_V04_Materials_And_Shaping
- 1.6W01_V05_First_Level_Blocking
- 1.7W01_V06_First_Level_Materials_And_Lighting
- 1.8W01_V07_First_Level_Blueprints
- 1.9W01_V08_Summery
- Week 02: 3D Objects ( Mesh Types, Inputs, Collision )11
- 2.1W02_V01_Introduction
- 2.2W02_V02_Export_Meshes
- 2.3W02_V03_Import_Meshes_And_Collisions
- 2.4W02_V04_Level_Editor_Customization_And_Shortcuts
- 2.5W02_V05_Snapping_Methods
- 2.6W02_V06_Blocking
- 2.7W02_V07_Blocking_Gameplay_Blueprints_Part1
- 2.8W02_V08_Blocking_Gameplay_Blueprints_Part2
- 2.9W02_V09_Sky_Atmosphere_Optimization
- 2.10W02_V10_Rendering_Quality
- 2.11W02_V11_Summery_Assignments
- Week 03: Lighting11
- 3.1W03_V01_Lighting_Overview
- 3.2W03_V02_Content_Examples_Files
- 3.3W03_V03_Scene_Setup_Gray_Chrome_Balls
- 3.4W03_V04_Light_Types
- 3.5W03_V05_Light_Baking
- 3.6W03_V06_Light_Baking_Check_List
- 3.7W03_V07_Realtime_Lighting
- 3.8W03_V08_Ies_Light_shafts_Volumetric_Light
- 3.9W03_V09_Geolocation_Lighting
- 3.10W03_V10_Directional_Light_Features
- 3.11W03_V11_Summery_Assignment
- Week 04: Materials11
- 4.1W04_V01_Introduction
- 4.2W04_V02_First_Material
- 4.3W04_V03_Content_Examples
- 4.4W04_V04_Material_Instances
- 4.5W04_V05_Material_UV_Tiling
- 4.6W04_V06_Texture_Types
- 4.7W04_V07_Material_Expressions_Animations
- 4.8W04_V08_Translucensy_Refraction
- 4.9W04_V09_Reflections_Render_Targets
- 4.10W04_V10_Nonuv_Materials
- 4.11W04_V11_Summary
- Week 05: Physics, Rigid Simulation11
- 5.1W05_V01_Introduction
- 5.2W05_V02_Physics_Content_Examples
- 5.3W05_V03_Physics_Bodies
- 5.4W05_V04_Physics_Volume
- 5.5W05_V05_Physics_Constraints
- 5.6W05_V06_Physics_Constraint_Motors
- 5.7W05_V07_Physics_Forces
- 5.8W05_V08_Physics_Collisions
- 5.9W05_V09_Colissions_Substepping-Bonus
- 5.10W05_V10_Skeletal_Physics
- 5.11W05_V11_Summery
- Week 06: Post-Process Volumes (PPVs)9
- 6.2W06_V01_Introduction
- 6.3W06_V02_Content_Examples
- 6.4W06_V03_Post_Processing_Volume_Defaults
- 6.5W06_V04_Post_Processing_Lens_Effects
- 6.6W06_V05_Color_Grading_Tonemapping
- 6.7W06_V05_LUT
- 6.8W06_V06_Post_Processing_Materials_Edge_Detection
- 6.9W06_V07_Postprocessingmaterials_Waterwarp
- 6.10W06_V08_Summery_Assigment
- Week 07: Blueprint Basics 0111
- Week 08: Blueprint 02: Object Oriented10
- 8.1W08_V01_Introduction
- 8.2W08_V02_Content_Examples
- 8.3W08_V03_Actor_Blueprints
- 8.4W08_V04_Blueprint_Inheritance
- 8.5W08_V05_Object_Class_Variables_Spawning_Objects
- 8.6W08_V06_Interactive_Door_Example
- 8.7W08_V07_Interactive_Key_Example
- 8.8W08_V08_Blueprint_Interfaces
- 8.9W08_V09_Line_Traces_Physics_Handles
- 8.10W08_V10_Summery_Assignments
- Week 09: Large Environments & Open Worlds11
- 9.1W09_V01_Introduction
- 9.2W09_V02_Content_Examples
- 9.3W09_V03_Landscape_Tools
- 9.4W09_V04_Landscape_Sculpting
- 9.5W09_V05_Landscape_Materials_Part1
- 9.6W09_V06_Landscape_Materials_Part2
- 9.7W09_V07_Foliage_Part1
- 9.8W09_V08_Foliage_Part2
- 9.9W09_V09_Ecosystem_Water_Wind
- 9.10W09_V10_Urban_Landscapes
- 9.11W09_V11_Summery
- Week 10: Skeletal Meshes15
- 10.1W10_V01_Skeletal_Mesh_Overview
- 10.2W10_V02_Content_Examples
- 10.3W10_V03_Skeletal_Mesh_Fbx_Pipeline
- 10.4W10_V04_Skeletal_Mesh_Tools_Teminology
- 10.5W10_V05_Skeletal_Mesh_Animations
- 10.6W10_V06_Spline_Animation
- 10.7W10_V07_Morph_Targets
- 10.8W10_V08_Morph_Targets_Animations
- 10.9W10_V09_Sockets_Snapping
- 10.10W10_V10_Cloth_Simulation_Overview
- 10.11W10_V11_Cloth_Simulation
- 10.12W10_V12_Ragdoll_Simulation
- 10.13W10_V13_Control_Rig
- 10.14W10_V14_Character_Setup_Overview
- 10.15W10_V15_Summery_Assignment
- Week 11: Audio & AI15
- 11.1W11_V01_Audiooverview
- 11.2W11_V02_Content_Examples
- 11.3W11_V03_Ambient_Sound_Triggers
- 11.4W11_V04_Audio_Volumes_Occlusion_Focus
- 11.5W11_V05_Sound_Cues
- 11.6W11_V05-2_Sound_Cues_Bonus
- 11.7W11_V06_Audio_Physics
- 11.8W11_V07_Audio_Summary_Resources
- 11.9W11_V08_Ai_Introduction
- 11.10W11_V09_Ai_Content_Examples
- 11.11W11_V10_Ai_Perception
- 11.12W11_V11_Behaviour_Trees_Overview
- 11.13W11_V12_Behavior_Tree_Part1
- 11.14W11_V13_Behavior_Tree_Part2
- 11.15W11_V14_Summery_Resources
- Week 12: Teamwork Pipeline, Scrum & Testing8
- Week 13: Sequencer & Cinematography11
- 13.1W13_V01_Sequencer_Overview
- 13.2W13_V02_Sequencer_My_First_Sequence
- 13.3W13_V03_Cinematic_Camera_Actors_Part1
- 13.4W13_V04_Cinematic_Camera_Actor_Part2
- 13.5W13_V05_Camera_Rigs
- 13.6W13_V06_Sequence_Animations
- 13.7W13_V07_Sequencer_Materials
- 13.8W13_V08_Trigger_Cinematics
- 13.9W13_V09_Audio_Markers_Workflows
- 13.10W13_V10_Output_Rendering
- 13.11W13_V11_Summery_Resources_Assignment
- Week 14: UMG: Unreal Motion Graphics Interfaces14
- 14.1W14_V01_Introduction
- 14.2W14_V02_Content_Examples
- 14.3W14_V03_Building_User_Widget
- 14.4W14_V04_Widget_References
- 14.5W14_V05_Horizontal_Vertical_Boxes
- 14.6W14_V06_Interactive_Umg_Widgets
- 14.7W14_V07_Interactive_Widget_Materials
- 14.8W14_V08_Umg_Review
- 14.9W14_V09_Interactive_Elements_Inputs_Part1
- 14.10W14_V10_Interactive_Elements_Inputs_Part2
- 14.11W14_V11_3D_Widgets_Part1
- 14.12W14_V12_3D_Widgets_Part2
- 14.13W14_V13_Umg_Connections
- 14.14W14_V14_Summery_Resources
- Week 15: Visual Effects13
- 15.1W15_V01_Introduction
- 15.2W15_V02_Content_Examples
- 15.3W15_V03_Niagara_Overview
- 15.4W15_V04_Niagara_Systems
- 15.5W15_V05_Build_Ue_From_Source_Code
- 15.6W15_V06_Chaos_Overview
- 15.7W15_V07_Chaos_Destruction
- 15.8W15_V08_Chaos_Damage_Threshold
- 15.9W15_V09_Chaos_Custom_Fields
- 15.10W15_V10_Composure_Tools
- 15.11W15_V11_Composition_Tutorial
- 15.12W15_V12_Composition_Connections
- 15.13W15_V13_Summery_Resources
- Week 16: Optimization & Publishing11
- 16.2W16_V01_Overview
- 16.3W16_V02_Unreal_Foundations_Track_Review
- 16.4W16_V03_Pre-Publishing
- 16.5W16_V04_Pause_Quite_Keys
- 16.6W16_V05_Publishing
- 16.7W16_V06_Publishing_Troubleshooting
- 16.8W16_V07_Performance_Profiling
- 16.9W16_V08_Optimization_By_Category
- 16.10W16_V09_Optimization_Example
- 16.11W16_V10_Future_Opportunities
- 16.12W16_V11_Summery_Resources
- Request Offline Copy1
Requirements
- Having a PC that can run Unreal Engine 5
- Basic Level of English
Features
- Learning all unreal engine aspects and going through all its important parts & applications
- Get ready to work with unreal engine in different fields and get ready to move to the next level of advanced lessons
- Get used to most of unreal engine tool
Target audiences
- Anyone that work with digital content creation
- Programmers / Developers
- Anyone interested in game development
- Anyone interested in real time render technology