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    Unreal Engine 5 Survival Framework – Multiplayer Game Dev

    Posted By: ELK1nG
    Unreal Engine 5 Survival Framework – Multiplayer Game Dev

    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.