
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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