
Free Download Unreal Engine 5 Survival Framework – Multiplayer Game Dev
Published: 3/2025
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 48.58 GB | Duration: 31h 54m
Build a multiplayer survival framework using Blueprints, networking, and modular design in Unreal Engine 5.
What you'll learn
Game Architecture & Setup – Learn how to properly structure a multiplayer survival game, from initial project setup to core gameplay mechanics.
Blueprint Visual Scripting – Master Unreal Engine's powerful visual scripting system, including functions, macros, interfaces, and variables.
Multiplayer & Networking – Implement multiplayer features using Unreal Engine's networking system, ensuring seamless online gameplay.
Game Optimization & Performance – Improve game efficiency by optimizing Blueprints, assets, and networking components.
Quizzes – Test your knowledge with engaging quizzes.
Comprehensive Gameplay Systems – Implement crucial features like
Locomotion & Movement – Smooth player movement and navigation.
Footstep System – Dynamic sound effects based on terrain.
Menu & UI – Create intuitive interfaces for seamless user experience.
Interaction System – Implement mechanics for object interaction.
Replication Subsystem – Ensure smooth multiplayer synchronization.
Survival Mechanics & Progression – Develop essential survival game features
Attribute Manager – Manage player stats like health, stamina, and hunger.
Respawn System – Handle player deaths and respawning mechanics.
Inventory System – Implement an organized inventory for item management.
Crafting & Equipment – Build crafting mechanics and equipable gear.
Building System – Allow players to construct structures in the world.
Combat & AI – Enhance your survival game with
Combat Framework – Develop engaging combat mechanics.
Ragdoll System – Add realistic physics-based character reactions.
Basic AI – Create intelligent NPC behaviors for immersive gameplay.
Environmental Interaction & Gameplay Depth – Add engaging world interactions
Choppable Trees – Implement resource gathering through environmental destruction.
Requirements
Able to listen and read in English
A PC that can run UE5
It is assumed that you have a basic understanding of Unreal Engine 5 and programming experience. If not, please check out the UE5 Basics Course.
Description
Master Multiplayer Survival Game Development in Unreal Engine 5Do you want to create your own multiplayer survival game? This course will guide you through every step of the process, from designing the game structure to implementing complex mechanics using Unreal Engine 5's Blueprint system. Whether you're a beginner or an experienced developer looking to enhance your skills, this course will provide you with the knowledge and tools to build a fully functional multiplayer survival game.What You'll LearnGame Architecture & Setup – Learn how to properly structure a multiplayer survival game, from initial project setup to core gameplay mechanics.Blueprint Visual Scripting – Master Unreal Engine's powerful visual scripting system, including functions, macros, interfaces, and variables.Multiplayer & Networking – Implement multiplayer features using Unreal Engine's networking system, ensuring seamless online gameplay.Game Optimization & Performance – Improve game efficiency by optimizing Blueprints, assets, and networking components.Quizzes – Test your knowledge with engaging quizzes.Comprehensive Gameplay Systems – Implement crucial features like:Locomotion & Movement – Smooth player movement and navigation.Footstep System – Dynamic sound effects based on terrain.Menu & UI – Create intuitive interfaces for seamless user experience.Interaction System – Implement mechanics for object interaction.Replication Subsystem – Ensure smooth multiplayer synchronization.Survival Mechanics & Progression – Develop essential survival game features:Attribute Manager – Manage player stats like health, stamina, and hunger.Respawn System – Handle player deaths and respawning mechanics.Inventory System – Implement an organized inventory for item management.Crafting & Equipment – Build crafting mechanics and equipable gear.Building System – Allow players to construct structures in the world.Combat & AI – Enhance your survival game with:Combat Framework – Develop engaging combat mechanics.Ragdoll System – Add realistic physics-based character reactions.Basic AI – Create intelligent NPC behaviors for immersive gameplay.Environmental Interaction & Gameplay Depth – Add engaging world interactions:Choppable Trees – Implement resource gathering through environmental destruction.By covering all these essential survival game elements, you'll gain the skills to create a fully functional multiplayer survival experience in Unreal Engine 5.Why Take This Course?Best Modular Approach – Learn how to develop a structured, modular survival game that allows for easy expansion and flexibility. Build only the components you need for an efficient development process.High-Quality, Organized Code – Avoid spaghetti code. This course emphasizes well-structured, clear Blueprints and a segmented approach to game development, making it easy to manage and scale.Proven Track Record – Built upon industry best practices, the techniques taught in this course reflect a reliable and adaptable development approach used by professionals.Robust & Reliable Systems – Gain insights into designing game mechanics with flexibility, maintainability, scalability, compatibility, usability, and performance in mind.Hands-On Learning with Real-World Applications – Apply everything you learn directly to a real multiplayer survival game project.This course is designed to be accessible yet in-depth, making it ideal for both newcomers and those looking to refine their Unreal Engine skills. By the end of this course, you will have a strong, modular, and scalable foundation for your multiplayer survival game, ready to expand and refine.Join now and start building your own multiplayer survival game today!Greetings,Eric RutsCompany Lead of Games by Hyper
Overview
Section 1: Getting Started
Lecture 1 Introduction - Scope
Lecture 2 Introduction - Course Outline
Lecture 3 Introduction - Example Project
Lecture 4 Introduction - Who am I
Section 2: Architecture
Lecture 5 Intro
Lecture 6 Systems
Lecture 7 Data flow
Lecture 8 Abstract Classes and Dynamic Dispatching - Intro
Lecture 9 Abstract Classes and Dynamic Dispatching - Use of Macros to access Abstract Comp
Lecture 10 Abstract Classes and Dynamic Dispatching - Generic Explanation
Lecture 11 Abstract Classes and Dynamic Dispatching - Use of Macros to access Abstract Comp
Section 3: Project Setup
Lecture 12 Intro
Lecture 13 Create Project
Lecture 14 Settings - Engine Settings
Lecture 15 Settings - Project Settings
Lecture 16 Settings - Plugins
Lecture 17 Settings - Refresh All Nodes
Lecture 18 Custom Classes
Section 4: Map
Lecture 19 Intro
Lecture 20 Intro - Result of this chapter
Lecture 21 Landscape - Add Landscape
Lecture 22 Landscape - Heightmap Generators
Lecture 23 Landscape - Importing Heightmap
Lecture 24 Landscape - Centering the map
Lecture 25 Auto Landscape Material - Intro
Lecture 26 Auto Landscape Material - Folders
Lecture 27 Auto Landscape Material - Slope Mask
Lecture 28 Auto Landscape Material - BlendOnHeight
Lecture 29 Auto Landscape Material - Macro Variation
Lecture 30 Auto Landscape Material - Material Master
Lecture 31 Auto Landscape Material - Getting Meshes and Materials
Lecture 32 Auto Landscape Material - Finalizing Landscape Master Material
Lecture 33 Auto Landscape Material - Adding Grass Foliage
Lecture 34 Auto Landscape Material - Outro
Lecture 35 Ambiance - Post process Lightning Fog Clouds Skylight
Lecture 36 Water - Adding Water Volume
Lecture 37 Example Assets - Sources
Lecture 38 Example Assets - Placing Assets
Lecture 39 Example Assets - Background Sound
Section 5: Locomotion
Lecture 40 Intro
Lecture 41 Intro - Result of this chapter
Lecture 42 Character - Importing Custom Character
Lecture 43 Character - Drive Animation of Default UE Character
Lecture 44 Extended Movement Component - Intro
Lecture 45 Extended Movement Component - Creating Input Mappings and Input Actions
Lecture 46 Extended Movement Component - Creating the InputMapping function and Actor Compo
Lecture 47 Extended Movement Component - Adding Disable Movement Boolean
Lecture 48 Extended Movement Component - Montages and Animation Sequences
Lecture 49 Sources - Mixamo Lyra and More
Section 6: Dynamic Footstep System
Lecture 50 Intro
Lecture 51 Intro - Result of this chapter
Lecture 52 Preparations - Physical Surfaces
Lecture 53 Preparations - Sounds
Lecture 54 Animation Notify
Lecture 55 Footstep Component - Preparing Footstep Component
Lecture 56 Footstep Component - Trace function
Lecture 57 Footstep Component - Spawn Sound
Lecture 58 Landscape Physical Material Output
Section 7: Menu
Lecture 59 Intro
Lecture 60 Intro - Result of this chapter
Lecture 61 Preparations - Plugin and UI Files
Lecture 62 Preparations - Button and Text Styles
Lecture 63 Preparations - Menu Map and adding UI
Lecture 64 Preparations - Open In-Game Menu
Lecture 65 Reuseable Widgets - Buttons
Lecture 66 Reuseable Widgets - Confirm Dialogue
Lecture 67 Main Menu - Setting Widget
Lecture 68 Main Menu - Options
Lecture 69 Main Menu - Main Menu Widget
Lecture 70 Main Menu - In-Game Menu Widget
Section 8: Replication Subsystem
Lecture 71 Intro
Lecture 72 Intro - Result of this chapter
Lecture 73 Replication Component - Animation
Lecture 74 Replication Component - Sound
Section 9: Interaction System
Lecture 75 Intro
Lecture 76 Intro - Result of this chapter
Lecture 77 Preparations - Creating the Components
Lecture 78 Preparations - Custom Collision Channel
Lecture 79 Preparations - Interact Interface
Lecture 80 Preparations - Example Interaction Objects
Lecture 81 Preparation - Interaction Input Mapping
Lecture 82 Interaction Component - Interaction Trace
Lecture 83 Interaction Component - Interaction Trace Function
Lecture 84 Interaction Component - Turning on Off Lights
Lecture 85 Interaction Component - Try Interact Function and finishing up
Section 10: Attribute Manager
Lecture 86 Intro
Lecture 87 Intro - Result of this chapter
Lecture 88 Preparations - Creating Attribute Components and set Variables
Lecture 89 Preparations - Component Macro
Lecture 90 UI - Progressbar
Lecture 91 UI - Progressbars in HUD
Lecture 92 UI - Bind Values from component to UI
Lecture 93 Update Non Persistent Attributes - Change by Amount
Lecture 94 Update Non Persistent Attributes - On Change Health Hydration and Food
Lecture 95 Update Non Persistent Attributes - On Damage
Lecture 96 Update Non Persistent Attributes - Update on Timer
Section 11: Ragdoll System
Lecture 97 Intro
Lecture 98 Intro - Result of this chapter
Lecture 99 Preparations - Creating Components and set Variables
Lecture 100 Ragdolling - Set to Ragdoll
Lecture 101 Ragdolling - On Die Ragdoll
Section 12: Respawn
Lecture 102 Intro
Lecture 103 Intro - Result of this chapter
Lecture 104 Preparations - Creating Components
Lecture 105 Implementation - Respawn Location
Lecture 106 Implementation - Respawn Handler
Lecture 107 Implementation - Reinitialize
Lecture 108 Implementation - Respawn Basic and testing
Section 13: Inventory
Lecture 109 Intro
Lecture 110 Intro - Result of this chapter
Lecture 111 Architecture - UI
Lecture 112 Architecture - Datamodel
Lecture 113 Architecture - Functions
Lecture 114 Preparations - Components and Macros
Lecture 115 Preparations - Datamodel
Lecture 116 Preparations - Get Item Info from Inventory Slot
Lecture 117 Preparations - Filling in the datatable
Lecture 118 Pickup Master - Creating and implementing Pickup Master
Lecture 119 UI - Preparations
Lecture 120 UI - Inventory Panel
Lecture 121 UI - Inventory Slot
Lecture 122 UI - Adding slots to Inventory Grid and initialize
Lecture 123 Inventory Functions - Intro
Lecture 124 Inventory Functions - Try Add Item to Inventory Automatically
Lecture 125 Inventory Functions - Drag and Drop - Move item to slot index
Lecture 126 Inventory Functions - Update UI
Lecture 127 Inventory Functions - Inventory Action - Consume
Lecture 128 Inventory Functions - Inventory Action - Drop
Lecture 129 Inventory Functions - Inventory Replication
Lecture 130 Interact Location - Storage Chest Preparation
Lecture 131 Interact Location - Storage Chest UI
Lecture 132 Interact Location - Closing UI and testing replication
Lecture 133 Outro - Recap
Section 14: Crafting
Lecture 134 Intro
Lecture 135 Intro - Result of this chapter
Lecture 136 Architecture
Lecture 137 Preparations - Components Macros and Datamodel
Lecture 138 UI - Crafting Panel List and Recipe Slot
Lecture 139 UI - Generating Crafting Recipe Slots
Lecture 140 UI - Crafting Progressbar
Lecture 141 Functions - Crafting Base Logic
Lecture 142 Functions - Whole array of items can be found in inventory
Lecture 143 Functions - Remove items automatically
Lecture 144 Functions - Debugging
Lecture 145 Replication - Set variables to replicate
Lecture 146 Recap
Section 15: Equipment
Lecture 147 Intro
Lecture 148 Intro - Result of this chapter
Lecture 149 Architecture - Datamodel and functions
Lecture 150 Preparations - Components and Macros
Lecture 151 Preparations - Datamodel
Lecture 152 UI - Equipment Slot
Lecture 153 Equipment Functions - Get Equipment info from inventory slot
Lecture 154 Equipment Functions - Equip
Lecture 155 Equipment Functions - Equip Visually
Lecture 156 Equipment Functions - Unequip
Lecture 157 Equipment Functions - Excecute Action on Equipment
Lecture 158 Equipment Functions - Equip on drop Equipment slot
Lecture 159 Replication
Section 16: Combat
Lecture 160 Intro
Lecture 161 Intro - Result of this chapter
Lecture 162 Architecture
Lecture 163 Architecture - Components and Macros
Lecture 164 Combat Functions - Melee Animation
Lecture 165 Combat Functions - Anim Notify
Lecture 166 Combat Functions - Try Apply Melee Damage
Section 17: Treecutting
Lecture 167 Intro
Lecture 168 Intro - Result of this chapter
Lecture 169 Architecture - Setting up and introduction
Lecture 170 Treecutting Functions - Material Offset Mask
Lecture 171 Treecutting Functions - Initialization
Lecture 172 Treecutting Functions - On Damage apply mask
Lecture 173 Treecutting Functions - Process Hit - Apply Hit and Adapt Mask
Lecture 174 Treecutting Functions - Process Hit - Split Tree
Lecture 175 Finishing Up - Mask adaption Placement in the world and Replication
Lecture 176 Finishing Up - Spawn Hit Sounds and Fall Sound
Section 18: Building System
Lecture 177 Intro
Lecture 178 Intro - Result of this chapter
Lecture 179 Architecture - Core Principles
Lecture 180 Architecture - Datamodel
Lecture 181 Architecture - Functions
Lecture 182 Preparations - Components Blueprints and Macros
Lecture 183 Preparations - Datamodel
Lecture 184 Preparations - Filling in Datamodel
Lecture 185 Preparations - Configure Modular Buildables
Lecture 186 Preparations - Craft and Try place buildable
Lecture 187 Building Functions - Start and Stop Buildmode
Lecture 188 Building Functions - Trace Build Location
Lecture 189 Building Functions - Spawn Buildable
Lecture 190 Building Functions - Detect Snapping Points
Lecture 191 Building Functions - Check for Overlap
Lecture 192 Building Functions - Close UI after start buildmode
Lecture 193 Outro
Section 19: Basic AI
Lecture 194 Intro
Lecture 195 Intro - Result of this chapter
Lecture 196 Preparations - Files and ABP
Lecture 197 Preparations - Setting up the AI Architecture - BB BT AIC and Char
Lecture 198 Preparations - Setting Blackboard Values
Lecture 199 Implementation - Creating behaviour tree
Lecture 200 Implementation - Attack and Finishing up
Section 20: Finshing Up
Lecture 201 Extras - Chests Actor Foliage Die in Water Initial Equipment
Intermediates which would like to get a refresher and learn tips and tricks which they probably did not know off.,Aspiring Game Developers,Game developers whom want to understand the core principles of building a survival game framework.
Homepage:
https://www.udemy.com/course/unreal-engine-5-survival-framework-multiplayer-game-dev/
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