The Unreal Engine course is designed to provide you with a comprehensive understanding of the Unreal Engine, one of the most powerful game development engines in the world. Whether you are a beginner or an experienced game developer, this course will help you develop a mastery-level understanding.
The Unreal Engine course is designed to provide you with a comprehensive understanding of the Unreal Engine, one of the most powerful game development engines in the world. Whether you are a beginner or an experienced game developer, this course will help you develop a mastery-level understanding of Unreal Engine and the skills necessary to build engaging and immersive games.
The course covers the fundamentals of game development, advanced techniques, project development, and deployment, all in one place.
▶️️ Create a small environment using the in editor level design tools.
▶️️ Introduction to Unreal Editor.
▶️️ Getting to know the different parts of the main editor.
▶️️ Exploring the main editor
▶️️ Introduction to PBR workflow.
▶️️ Creating Simple Materials.
▶️️ Breakdown of Starter Content Materials.
▶️️ Material Domains, Blend modes and Opacity.
▶️️ Textures - Power of 2, Mips, Channels.
▶️️ Material expression pins (Base colour, Roughness, normal etc.)
▶️️ What are Materials and Material Instances?
▶️️ What are Material Parameters?
▶️️ How can we get the most out of our materials?
▶️️ How can we manipulate them to get the right look?
▶️️ Explore different ways to affect the material properties.
▶️️ Dive into the world of UV’s and understand how to use them.
▶️️ Look at some of the advanced setups for materials like tiling, offset, rotation, normal strength etc.
▶️️ How to avoid textures that look like they are tiling in a grid.
▶️️ Introduction UE5’s new lighting LUMEN and different types of lights (spot, point, rect, directional, skylight, emissive materials).
▶️️ Static vs Dynamic Lighting and their caveats.
▶️️ Static Lighting quick start (UVs, Shadow maps, resolutions, swarm).
▶️️ Dynamic Lighting quick start (Distance Fields, capsule shadows, optimization).
▶️️ Using HDRI’s.
▶️️ Brief introduction to Ray Tracing (only understanding the basic concepts and how to enable in project).
▶️️ Introduction to Blueprint Essential concepts.
▶️️ What is a Blueprint?
▶️️ What is Visual Scripting?
▶️️ Different ways to create Blueprints.
▶️️ Types of blueprints: Level blueprint, Class blueprint, blueprint interface.
▶️️ Blueprint base classes: Object, Actor, pawn, game mode, scene component and actor Component Classes.
▶️️ Blueprint editor user interface.
▶️️ Blueprint Graphs: Construction script, Event graph.
▶️️ Blueprint editor components panel, my blueprint panel, details panel.
▶️️ Blueprint graph execution.
▶️️ Generate content procedurally with the help of construction script.
▶️️ Understand the power, freedom and modularity of creating content procedurally.
▶️️ Create completely different looking assets/actors in your level with just a few clicks.
▶️️ Generate assets along a spline that adhere to settings assigned by us.
▶️️ Leverage splines to quickly create organic looking content with randomness and variations.
▶️️ How to use Level Blueprint .
▶️️ Understanding pawns and possession.
▶️️ Understanding different pawn types.
▶️️ Understanding Game modes.
▶️️ Using Maps and Modes.
▶️️ Understanding tick for games and non-game projects.
▶️️ Understanding Events, Tick and Inputs.
▶️️ Understanding different types of Blueprint Communications.
▶️️ Interfaces, Casting and Event Dispatchers.
▶️️ Play test your level.
▶️️ Import / migrate assets.
▶️️ Creating a new level.
▶️️ World building with basics actors.
▶️️ Understanding sky atmospheric system.
▶️️ Using Fog actors.
▶️️ Reflection capture actors.
▶️️ Lightmass Importance Volumes.
▶️️ Using the post process volume.
▶️️ Creating a landscape.
▶️️ Sculpt your level.
▶️️ Add landscape materials.
▶️️ Using the Foliage tool.
▶️️ Learn to use Quixel Bridge.
▶️️ Play test your first level.
▶️️ Introduction to the Niagara Particle System(VFX).
▶️️ What is Niagara Systems?
▶️️ What are Niagara Emitters?
▶️️ What are Niagara Modules?
▶️️ What are Niagara Parameters?
▶️️ Introduction to the Niagara Particle System(VFX).
▶️️ What is Niagara Systems?
▶️️ What are Niagara Emitters?
▶️️ What are Niagara Modules?
▶️️ What are Niagara Parameters?
▶️️ Introduction to Post Process.
▶️️ How to use the Post Process?
▶️️ What are the colour grading components in Post Process?
▶️️ What are Camera & Rendering features in Post Process.
▶️️ How to create custom Post Process Material?
▶️️ How to use LookUpTable with Post Process.
▶️️ How to import assets from various DCC tools?
▶️️ Understand different types of files we can import into Unreal.
▶️️ FBX pipeline.
▶️️ Manipulating import settings
▶️️ How to bring assets into and out of Unreal?
▶️️ Understand the caveats that go with importing and exporting.
▶️️ Combine and merge meshes to create new meshes.
▶️️ Understand pivot points for meshes.
▶️️ Understand use cases for importing via DataSmith and DataPrep.
▶️️ Introduction to Multiuser Editing tool.
▶️️ Intro to different types of source control integration within UE5.
▶️️ How to work with a team in a same project and at a same time.
▶️️ How to use Level to work with team.
▶️️ Introduction to Sequencer in Unreal.
▶️️ How to organise the Sequencer track?
▶️️ How to add Actor and Character into the Sequence Track?
▶️️ How to add animations?
▶️️ Difference between Linear and Non-Linear Animation?
▶️️ Curve Editor Graph?
▶️️ Types of Interpolation?
▶️️ Introduction to Physically Based Camera.
▶️️ Rendering Settings?
▶️️ Rendering out the final scene.
▶️️ Intro to Movie Render Queue.
▶️️ How to setup/customize the presets for final render.
▶️️ Intro to other feature like Take Recorder and Sequence Recorder.
▶️️ Shots Organising.
▶️️ Real-Time editing using Master Sequence.
▶️️ How to use Live Link.
▶️️ Take requests from students to help them with their projects and clear any doubts from previous sessions
Kabir is an Unreal Engine developer from New Delhi (Gurgaon) with over 7 years of experience in UE4. Started with creating Virtual Reality and Arch Viz experiences, Kabir leveraged his experience and knowledge of real time technologies to diversify the portfolio of projects to involve other interactive experiences for design festivals, heritage events, virtual production for broadcast and games. Kabir is also Epic Mega Grant recipient for a VR sports title that was awarded in 2020.
Roy is an Unreal engine developer and Technical Artist from Tel-Aviv, Israel with experience both in Unreal and the 3D pipeline. He has been a Web Software Developer for 11 years before transitioning into 3D in 2018 where he started out as a 3D generalist in an animation studio. Currently Roy works at Multiverse Labs as an Unreal engine game developer using unreal engine 5 developing interactive worlds and games in the metaverse. He has been teaching Unreal for the past year in a Game development course at a college in Tel-Aviv