March 6, 2026
The Ultimate 2D Top Down Unreal Engine Course
Title:
The Ultimate 2D Top Down Unreal Engine Course
By:
Cobra Code
https://www.udemy.com/course/unreal-2d-top-down/
Udemy Course Link
Description:
Section 2 is focused on covering the basic fundamentals of using the Unreal Engine (specifically Unreal Engine 5).
Overview:
I make a lot of personal comparisons to Unity since I’m much more familiar with it. That helps me envision how the different parts of the project connect since I already have a mental image of how it flows in Unity.
My Notes Breakdown by Sub-Sections:
7. How to Install Unreal Engine 5
Download Epic Games Launcher.
Get Unreal Engine 5.4
================================
8. How to create a new Project
Created a new Third Person Template project named “CrashCourse”
================================
9. How to navigate the Editor
Main Window = Viewport
Has similar translate, rotate, and scale gizmos to Unity when selecting(left-click) objects.
Undo:
Ctrl + Z
Redo:
Ctrl + Y
Selection Shortcuts:
W = translate
E = rotate
R = scale
Can change translate, rotate, and scale snap increments in top right of Viewport.
Camera Movements
Hold Right-Click and drag = rotate view
Hold Middle MB = pan view
Hold Right-Click + WASD = translate camera like 3rd person floating camera
Hold Right-Click + scroll scroll wheel = increase/decrease movement sensitivity (move camera faster or slower)
Scroll scroll wheel = zoom in/out
View Modes
Basic is Lit.
Has options like: Unlit, Wireframe.
Show button:
- Navigation used sometimes to check Unreal NavMesh.
- Collision used to check actual collision of meshes in testing/debugging.
World Outliner
- Unreal equivalent of Unity’s Inspector.
Can press “F” with something highlighted in the Outliner to focus on it.
- * Also like Unity
Play Mode
Start by:
- Pressing Play button at top of Viewport.
- Alt + P
ESC = exit play mode
Shift + F1 = get mouse controls back to interact with editor
Shift + F1 + click Eject = get mouse controls back, and be able to click in Viewport to edit
Can make changes during play mode, but they will not be saved upon leaving play mode.
- * Also like Unity
Viewport seems to act as both the Scene and Game view from Unity.
================================
10. Content Drawer and Blueprints
Content Drawer appears to be like the Assets section from Unity.
Content Drawer
Ctrl + Space = shortcut to pop open this drawer
Blueprints
Common naming convention:
prefix with “BP_”
Event Graph
The Event Graph portion of a Blueprint is the visual scripting aspect that houses a lot of the logic building.
Viewport
Shows the full structure of the Blueprint in more of a game space view.
They are much more than just the “code” or logic of something.
They are the full makeup of an entire object.
- * Closer to a fully built out Unity prefab.
================================
11. How to make a simple Blueprint
When creating a new Blueprint, there are many options to base them off of.
- There are a few main options, with Actor being the simplest.
- Actor seems comparable to GameObject from Unity.
- Then there are hundreds of other more specific case options.
Naming Conventions for Unreal Assets
Recommended Unreal Asset Naming Convention Link:
https://dev.epicgames.com/documentation/en-us/unreal-engine/recommended-asset-naming-conventions-in-unreal-engine-projects
[AssetTypePrefix][AssetName][Descriptor]_[OptionalVariantLetterOrNumber]
- AssetTypePrefix identifies the type of Asset, refer to the table below for details.
- AssetName is the Asset’s name.
- Descriptor provides additional context for the Asset, to help identify how it is used. For example, whether a texture is a normal map or an opacity map.
- OptionalVariantLetterOrNumber is optionally used to differentiate between multiple versions or variations of an asset.
================================
12. Adding functionality to our Blueprint
Event BeginPlay:
- similar to Unity Start
Event Tick:
- like Unity Update
Event ActionBeginOverlap:
- they just don’t like it there at the highest level of the Blueprint because it’s ambiguous
- they prefer adding it more directly on component it relates to
They basically setup a speed increasing pickup in this section.
- very similar practices to Unity, just done with Blueprints and slightly different jargon.
- Remember to connect Exec pins properly.
- Ensures they even run.
- Determines the logic order.
- basically how lines of code would be structured
Events:
- found when selecting a component in a Blueprint, shows up in the Details panel.
- this example focused on OnComponentBeginOverlap
- USE Print String like Debug.Log!
Pickup Edits
OnComponentBeginOverlap
- like Unity OnColliderEnter
Destroy Actor
- like Unity GameObject.Destroy
Used “Cast To BP_ThirdPersonCharacter” with OnComponentBeginOverlap to ensure collision logic only occurred when colliding with the player.
- like checking GetComponent against something only player has to check what collided.
Collision Parameters
Changed Collision Presets of the pickup spheres from BlockAllDynamic to OverlapAllDynamic.
- goes from being a solid obstacle to something that can just be passed through.
- like Unity trigger vs. non-trigger colliders.
Event Graph
In My Blueprint panel, you can add variables.
- these can then be drag ‘n dropped into Event Graph to utilize them.
- first step to having a variable at higher level instead of coding it in line.
Can set variables to “Instance Editable” in Details panel.
- makes them viewable and editable on an instance by instance basis.
- viewable in Outliner
- like Unity accessible variables in Inspector at this point.
In My Blueprint panel, you can add new Functions.
- literally exactly like adding a method to a class.
Can add input parameters to the function.
- Select the original function node.
- In Details panel, add new Inputs.
- adds a new corresponding output pin to the function node.
- since that value will be coming IN to the function when it’s actually used.
Event Graph Shortcuts
Alt + LMB (on graph line) = deletes graph line
Double Click LMB (on graph line) = generates extra reroute node
Viewport Shortcuts
Alt + LMB Drag on gizmos = duplicates an object
================================
13. Useful Keyboard Shortcuts and Tips
Undo = Ctrl + Z
Redo = Ctrl + Y
Multi-select = Ctrl + LMB OR Shift + LMB
– works in both the Viewport and the Content Drawer
Save ALL = Ctrl + Shift + S
Alt + LMB drag gizmo = Duplicate object
Event Graph
Ctrl + LMB Drag Variable = Getter Node
Alt + LMB Drag Variable = Setter Node
LMB Drag Variable = displays option for Getter or Setter Node
================================
14. How to debug your Games
Print String
- like Debug.Log in Unity