Unreal Engine 5 Survival FrameWork – Multiplayer Game Dev


Unreal Engine 5 Survival FrameWork – Multiplayer Game Dev
Unreal Engine 5 Survival Framework – Multiplayer Game Dev
Published 3/2025
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz

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.

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

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

Overview

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 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 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 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 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 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 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.

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