Unreal Ultimate 2D Topdown Udemy Course – Section 4 – Monster World Project

March 13, 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 4 focuses on creating a small project similar to an old school Pokemon game using Paper 2D.

Overview:
This section really gets you started on using Paper2D within Unreal. Everything from handling Sprite assets to tile maps to basic animations and layer sorting are covered.

My Notes Breakdown by Sub-Sections:

16. Monster World Overview

Overview of what is covered in this section.
Shows it’s similar to an older Pokemon style game.
Sprite importing and asset management, tiles, layering.
Text box setup.

================================

17. Setting Up the Project and Importing Assets

Starting with Blank project:

  • Blueprint
  • Target Platform: Desktop

Created “New Level”

  • Empty level option

Saved this new level as its own Level asset in a folder named “Maps”

  • like Unity’s Scene assets somewhat

Project assets’ license is: CC0

  • free to use in your own games

Asset Type Conversion Rundown

  1. Characters > Flipbook
  2. Environment Tiles > Tilemap
  3. Environment Flowers > Flipbook
  4. Environment Other > Static Sprites

Creating Static Sprites

Example:
On Chest sprite:
– RMB
– Sprite Actions > Create Sprite

  • this creates a Sprite asset from the Texture asset

Importing Sprite Assets

By default, sprite assets usually look off on initial import.
After importing:

  1. Right click and select: Sprite Action > Apply Paper2D Texture Settings

This changes some of the direct art asset settings:

  1. Mip Gen Setting: NoMipmaps
  2. Texture Group: 2D Pixels (unfiltered)
  3. Editor Show Final Encode: TRUE
  4. Compression Settings: UserInterface2D (RGBA)
  5. Filter: Default (from Texture Group)
    • NOT Bilinear or Trilinear

UI:

  • also applied the Paper2D Texture Settings since it is pixel art.

================================

18. Making a Tile Set and Tile Map

Tile Set is like a palette of brushes you can use to create a Tile Map.

After placing the Tile Map into the Viewport, they rotated it 270 along the x-axis to lay it “flat” in the world.

  • They mentioned this is helpful with having the NavMesh setup work properly.

To prevent tearing between tiles, they generated a padded version of the Tile Set asset.

  • this creates another Texture asset with some padding effect to prevent them from bleeding into each other.
  • it looks like this just very literally duplicates the edge pixel all around the border of each tile a couple times and expands the tiles outward to fit them.
    • so assume this is to prevent those weird super tiny “gaps” you can get between exact sized tiles sometimes?

Creating Tile Set

Select Texture Asset
RMB
Sprite Actions > Create Tile Set


Tile Set Settings

Modify Tile Size to fit your individual tile sprite dimensions:
i.e. 16 px x 16 px

Setting Collision

  • Select Tile
  • Click “Add Box”

Removing Collider:

  • Under Single Tile Editor, click Reset next to Index [0] – 2 members.
    • * This is not very intuitive, seems very complex for section handling collider.

Tile Map

Create Tile Map:

  1. Select Tile Set asset
  2. RMB
  3. Create Tile Map

Active Tile Set:

  • Tile Set assets to select tiles from.
  • Can add multiple Tile Set assets at once.

Can “stamp” an area of selected tiles by holding Shift to create a selection for the stamp.

Tile Layer List:

  • allows for layering of tile layers

Setup:

  • where you set the full width and height of the map (in tiles)

================================

19. Preparing the Character Sprites


General

Modifying parameters of several assets at once.

  1. Shift select all the assets.
  2. RMB
  3. Asset Actions > Edit Selection in Property Matrix

Converting a Sprite Sheet to Flipbook

Select sprite Texture Asset and:

  • Sprite Actions > Extract Sprites

Extract Sprites generally defaults to Sprite Extract Mode : Auto.

  • but you generally change it to Sprite Extract Mode : Grid.
    • because you want the sprites to fit a general grid size, and not the smallest space possible.

Creating Flipbook Asset:

  1. Select multiple Sprite Asset
  2. RMB
  3. Create Flipbook

Working with Flipbook

Flipbook asset has a Frames Per Second parameter that can be modified to change the speed the Flipbook is played.

  • controls the general speed the animation is played

Making Character Flipbooks

They made separate Flipbook assets for each direction of the walking animation.
They also made separate Flipbook assets for the Idle of each direction.

  • each of these was just a single Spirte asset converted into a Flipbook

Folder Organization

Example for Character sprite assets:
PaperAssets > Characters > Red

  • this is the parent path to all sprite assets for this single character, Red.
  • this is also used to contain assets used directly by the game as they described.
    • so it contains all the Paper Flipbook assets (the animation assets)

PaperAssets > Characters > Red > Frames

  • placed all the individual extracted Sprite assets here.
  • (after extracting them from the Sprite sheet)

PaperAssets > Characters > Red > Textures

  • Sprite sheet placed in here (Since it is a Texture asset)

Naming Conventions

Flipbook Assets examples:
FB_Red_Walk_D

  • FB for Flipbook
  • Red is the character
  • Walk describes the animation
  • D is for down, which is the specific walking animation of that Flipbook.

FB_Red_Idle_R

  • FB for Flipbook
  • Red is the character.
  • Idle describes the animation.
  • R is for right.

================================

20. Best Project Settings for 2D Games

Common Problems:

  • motion blur and anti-aliasing can cause visual problems.

Link for “Best 2D Settings for Unreal Engine 5”:
https://cobracode.notion.site/Best-2D-Settings-for-Unreal-Engine-5-0895133a56924f1ca7f2149cf111983b

  • They just go through this list and set these settings any time they do a new 2D project.

Selecting All Assets in Project of a certain Type:

  • can use the Filter in the Content Drawer.
  • After selecting the Filter, can just enter the asset type you are interested in, and it’ll display all assets of that type in the project.

** They created Project Templates that just have all these settings set for 2D games immediately.


Project Settings

Turn OFF Auto Exposure.

  • having this can cause dark scenes to get brighter over time.
    • I saw this happening when I was tinkering with settings before and thought something was broken!

Motion Blur = OFF


Post Processing Settings

Access through Quick Add Menu.

PostProcessVolume default only applies if camera is within the volume.
Can make the PostProcessVolume affect everything by setting Infinite Extent (Unbound) to TRUE.


Texture Settings

  • For some reason for 2D Sprite Texture assets, if you set the Filter to Default (from Texture Group), it can look correct in editor but reverts to an option like Bilinear in builds which makes them blurry again.
  • to solve this, they select the Filter: Nearest.

================================

21. Character Blueprint and Pixels Per Unit

Blueprint for character:

  • created as Paper Character Blueprint

With a discrepancy between the Sprite asset and the Paper Character Blueprint size, they recommend making the Sprite larger.

  • the Paper Character makes assumptions about the general size of the character, which is what it is approximately sized at by default, so better to get closer to that instead of the other way around.

*** 1 Unreal Engine Unit = 1 cm
– this is DIFFERENT from Unity, which generally considers 1 unit as 1 m.
– this technically isn’t “real” but is a universally accepted approximation.

** There is a project wide setting to have a default Pixels per Unit set for all imported assets.


Pixels Per Unit

Sets scaling of pixels to 1 Unreal Engine Unit.

  • This is their recommended way of scaling pixel art assets.
    • this is similar to Unity.
    • this is done on the Sprite assets

They changed all their Sprite assets across the board to the same Pixels per Unit value.

  • I think this might be the ideal practice, but not positive.

Also need to change Tile Map assets Pixels per Unit values.

================================

22. Setting up the Camera and Possessing the Character

Added Player Start actor to Viewport.

  • appears to be a sort of spawn point that connects to a Game Mode (like a Game Manager)

Created new Game Mode Blueprint

  • think this is like a manager class in Unity?

*** FIXED EDITOR CAMERA ROTATION PROBLEM:
– Somehow my camera in Editor started rotating abnormally (directions were very backwards).
– You can fully reset the Editor camera by entering this command in the Console Commands:
BUGITGO 0 0 0 0 0 0

Settings Cameras to Orthographic helps ignore “height” differences along the z-axis.

  • including preventing character from “falling” into place at game start if it spawns above the ground.
  • They disabled Do Collision Test on SpringArm.
    • not needed for 2D games.

Character Blueprint

Added a Spring Arm.

  • with a Camera.

Setting the Default Game Mode

Go to:

  • Edit > Project Settings… > Project > Maps & Modes
    • set Default GameMode to the newly created one: GM_TopDown
  • Here you can also set the Map that opens on Editor Startup and the Game Default.
    • This feels like setting Scenes in the Build Settings for Unity.

================================

23. Enhanced Input and Character Movement

Uses new Enhanced Input Actions setup from Unreal Engine 5.1 on.

Input Actions setup requires two main parts:

  1. Input Actions
    • seems to be individual inputs.
  2. Input Mapping Context
    • the full mapping of all the inputs to their output game behaviors.
  • They noted in the character controller Blueprint Event Graph setup that using Get Controller and casting to Player Controller is nicer for multiplayer setup.
  • Directly getting the Player Controller requires setting a player index for multiplayer.

Input Actions

Created a single Input Action, Move.
Set its Value Type to: Axis2D (Vector 2D)


Input Mapping Context

This is where you associate an input (i.e. a keyboard key press of “A”) with a specific Input Action.
Can also apply Modifiers to these values based on different inputs.

  • i.e. Lets you use a single Input Action but different inputs (i.e. W and S) to go different directions based on the Modifiers.

For the IMC_TopDown (primary player controller for this project):

  • set W, A, S, and D as 4 separate input mappings all under the single IA_Move Input Action.
  • used modifiers to apply this in the different directions
    • combinations of Negate and Swizzle
    • Negate reverses direction.
    • Swizzle changes axis.

Folder Organization

Content > Input

  • main folder for all input assets
  • Input Mapping Context assets at this level

Content > Input > Actions

  • put Input Action assets here.

Player Blueprint Event Graph Setup

Need to initialize Input Mapping Context.

  • Get Controller > Cast to PlayerController > Enhanced Input Local Player Subsystem > Add Mapping Context

Created an Enhanced Action Event from our Input Action asset, IA_Move.

  • Triggered: occurs constantly multiple times as this input as held down.
    • like Unity Input.GetKey
  • Started: occurs once right when input is entered.
    • like Unity Input.GetKeyDown
  • Action Value: the return value of this input.

In this case, the Action Value would return a Vector2D based on our Input Mapping Context, including the Negates and Swizzles.

  • used this with a Break Vector2D node to separate out the X and Y values.

Add Movement Input node:

  • inherited from Pawn class
  • could take broken down x and y values as input in Scale Value along with appropriate directional World Direction values to move player in correct directions based on input.

================================

24. Directional Character Animations from Scratch

Promoted Action Value of Enhanced Action Event to Variable.

  • makes it a variable in the Blueprint you have access to.

Renamed the Action Value variable to Directionality.

  • used the values of this Vector2D to determine the direction of the player to update the sprite accordingly (with many bool checks).
  • changed Sprite by using Set Flipbook node, with the Blueprint Sprite dragged in as reference.
    • Set Flipbook seems to work somewhat like Unity when playing an animation, if using sprite assets.

Creating a Function:

  • collapsed a bunch of added nodes into a single function.
    1. Select all nodes.
    2. RMB
    3. Collapse to Function
  • then just renamed the Function to UpdateAnimation.

Enhanced Input Event > Completed

  • happens a single time when input is released.
  • like Unity Input.GetKeyUp

Branch node:

  • if else statement node

================================

25. Adjusting the map and collisions

Removed all the individual tile colliders from our Tile Set asset.
Replaced those with a single Plane in our Map with a single collider.

  • still using a collider to keep player from falling through floor.

Game is still using 3D collision for collision detection.
Changed CharacterMovement component’s Max Step Height from 45 to 10.

  • ** They recommend not using 0 because even as a 2D game where that could make sense, it can cause weird issues even walking over flat terrain and doesn’t even work for collision well anyway.

Modified the Sprite assets to make their colliders thicker.

  • thickened from 10 to 100 on the sign and tree Sprites.

================================

26. Foreground and Background sorting

  • They don’t include the individual Sprite assets in the environment Tile Map because it restricts your options for layer sorting this way with Unreal Paper.

Keys:

  1. Made all Sprites use Material: TranslucentUnlitSpriteMaterial
  2. Edited colliders of all Sprite assets we wanted to be able to walk behind to about 1/3 their full height.
  3. Moved Sprite privots to Bottom Center.
  4. In Unreal Project Settings > Engine – Rendering
    • set Translucent Sort Policy to: Sort Along Axis
    • the default axis to sort along was correct (0, -1, 0)

Shrunk player collider radius so top doesn’t have as much collision area.
Make sure Material changes apply to Sprites in Blueprints.

  • Blueprint Material settings will override base Sprite settings, so have to go into them individually to check and update if needed.

================================

27. Project files with layer sorting

  • Just a checkpoint to download a new project file if you messed up earlier steps.

================================

28. Creating a simple message UI with custom fonts

2 main parts:

  1. Widget for entire screen
  2. Modular part for message box

Widgets = UI elements in Unreal Engine

** Want to minimize use of Canvases in Unreal for optimization purposes.

Created two new Widget Blueprints:

  1. WBP_MessageBox
    • simple text containing message box.
    • Modified: padding, Screen Size – Desired, font, Auto Wrap Text to TRUE.
  2. WBP_MainHUD
    • has our singular Canvas.
    • contains the Message Box.
      • anchored and positioned to bottom center of screen

In BP_Red (Player Blueprint) we generate the WBP_MainHUD on start, and set it as a variable reference useable later.

================================

29. Making a pickup

  • They recommend creating a separate collider for interactions.
    • like separating the trigger / interactive collider from the physicsl obstacle layer collider.

Created a Blueprint for the item itself, BP_Pickup.

  • in this Blueprint, created a GetPicked function.

In the player Blueprint (BP_Red):

  • added new Input Action event for Interact
  • on Started of this action, do check
    • so it only happens a single time on input
  • when interacting, do a Overlapping Actors collision check to find in range colliders.
  • check by cast if any are BP_Pickup
  • if so, invoke GetPicked function

Blueprints

Events cannot have a return type.

================================

30. Showing the item message

Shortcuts:
Ctrl + P = brings up search window for assets

Created function within the WBP_MainHUD to change visibility.
BP_Red (player controller) invokes control of message display using collision detection with interact Input Action.
Setup simple Retriggerable Delay to have message go away after some time.
Made BP_Pickup ItemName string and ItemID int Instance Editable so we could have different BP_Pickup actors in Viewport with different ItemName and ItemID.

================================

31. NPC Dialogue and Interfaces


Technical

Casts are a hard reference.

  • So if you load a Blueprint with a cast, it must also load any casted Blueprint types.
  • increases load times.

** Can use Reference Viewer to see dependency chains.

They setup a Blueprint Interface.

  • reduces hard references.
  • more scalable Blueprint setup in BP_Red (player controller).

Unreal Ultimate 2D Topdown Udemy Course – Section 2 – Unreal Engine 5 Crash Course

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:

  1. Navigation used sometimes to check Unreal NavMesh.
  2. 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:

  1. Pressing Play button at top of Viewport.
  2. 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.

  1. There are a few main options, with Actor being the simplest.
    • Actor seems comparable to GameObject from Unity.
  2. 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

Unreal Ultimate 2D Topdown Udemy Course – Overview

March 3, 2026

The Ultimate 2D Top Down Unreal Engine Course

Title:

The Ultimate 2D Top Down Unreal Engine Course


By:
Cobra Code

Udemy Course Link

Description:
Comprehensive course of learning the basics of Unreal and creating 2D projects with it, with a focus on Paper2D.

Overview:
I wanted to get some general Unreal experience, and was recommended this interesting tutorial, so figured this would be a good place to start. While Unreal is primarily an engine for 3D projects, this course specifically targets how to create a 2D project using it. I thought this would actually be a good starting point because it still covers all the general Unreal basics, while exploring something a bit off the conventional path seemed like it’d also help teach me some of the more niche aspects of the engine thereby making it wider than a lot of other intro courses.

This course also has you create several entirely separate 2D projects, covering a lot of types of games I am interested in. The first is a fully topdown adventure demo in the lines of a Pokemon type game. The second is another fully topdown game that resembles older 2D Zelda titles, with combat. The third is what they call a 2D/3D hybrid, resembling an Octopath Traveler, which combines 2D and 3D assets, and is something I could see Unreal being particularly good to use to build.

How to Make a Multiplayer Game in Unreal Engine 4 [Blueprint Tutorial] (Unreal) – Part 1 – by DevAddict

April 27, 2021

Multiplayer

Unreal


Title:
How to Make a Multiplayer Game in Unreal Engine 4 [Blueprint Tutorial]

By:
DevAddict


Youtube – Tutorial

Description:
A tutorial extension to the previous Unreal platformer tutorial that shows multiplayer implementation.

Summary

This tutorial extends the previous tutorial on making a platformer in Unreal found here:

Youtube – Lets Make a Platformer – Unreal Engine 4.26 Beginner Tutorial

The original tutorial follows one created by Unreal with some extra steps added. This tutorial is an expansion made by DevAddict specifically to show how to add multiplayer to this project.

Lesson 1: Introduction to Multiplayer

Play Modes

When going into Play Mode in Unreal, there are many options for testing and debugging multiplayer.

    Play Modes: Net Modes:

  • Play as Offline (Standalone): (Default) You are the server
  • Play as Listen Server: Editor acts as both the Server and the Client
  • Play as Client: Editor acts solely as Client and a Server is started behind the scenes for you to connect to

Testing Multiplayer Settings

Approach #1

  • Set Number of Players to: 2
  • Set Play Mode to: Play as Client

This tests both windows as if they were both individual clients.

Approach #2

  • Set Number of Players to: 2
  • Set Play Mode to: Play as Listen Server

The Editor will act as the Server (host) and the extra windows will act as Clients connected to that Server. This helps point out differences occurring between the Server and Clients for debugging multiplayer actors.

Editing Blueprints

Editing Game Mode

The Game Mode class only exists on the Server. It does NOT exist on any of the Clients.

This fact is why transitioning this tutorial to multiplayer causes many issues, the first of which is fixing the UI so it displays for all players. It originally only displays for the Server player because much of the programming for it is within the Game Mode class. Similarly, the respwan code is also only in the Game Mode.

Use “Event OnPostLogin” node

-> “Cast To BP_PlatformerController” node

-> Client Draw HUD (Event we created in the BP_PlatformerController class)

This tells the Game Mode (Server) that when a new player logs in and has their own Player Controller created, that that specific instance will create its own HUD for that individual Client. Note that they intially tried the “Event Handle Starting New Player” node in place of the “Event OnPostLogin” node, which did create the UI, but it did NOT create the character (so in the Unreal editor you just moved around as a camera). This approach may work with some extra modifications, but it did not direclty work in this instance.

Player Controller

The Player Controller is very powerful in multiplayer because it is replicated on the Server and the Client. They like to keep UI on the Player Controller because it exists throughout the play session. While the character may be destroyed in some instances, the Player Controller generally persists. This makes the Player Controller beneficial for respawning mechanisms as well.

Building a Player Controller:

Right-Click -> Blueprint Class -> Player Controller
Named: BP_PlatformerController

You need to connect the Player Controller and your Game Mode, as they work together to realy information between players and the Server.

In the Game Mode class (ThirdPersonGameMode) Event Graph -> Details -> Classes -> Player Controller Class -> Use dropdown to select new Player Controller (BP_PlatformerController)

Common Error – Event BeginPlay to Initialize Player Controller Blueprint

When initializing their Player Controller class, many may try using the “Event BeginPlay” node. This works for single player, which is why it may be prevalent, but it does not work for a multiplayer project. Instead you want an event that will run on the Client ONLY.

Moving HUD from Game Mode (Server) to Player Controller (Client):

Add Custom Event

Connect Custom Event to start of class

In Details of Custom Event -> Graph -> Replicates: Run on owning Client -> Replicates: Check ON Reliable

via Blogger http://stevelilleyschool.blogspot.com/2021/04/how-to-make-multiplayer-game-in-unreal.html

Intro to Unreal: Basics and Intro to Blue Prints

March 17, 2021

Intro and Blue Prints

Unreal


Title:
Unreal Engine 4 Complete Beginners Guide [UE4 Basics Ep. 1]

By:
Smart Poly


Youtube – Tutorial

Description:
A quick introduction to using the Unreal engine and just getting acquainted with the main editor window.


Title:
Unreal Engine 4 – Blueprint Basics [UE4 Basics Ep. 2]

By:
Smart Poly


Youtube – Tutorial

Description:
Quick introduction to using Unreal’s blueprints.


Title:
Unreal Gameplay Framework

By:
Unreal


Unreal – Link

Description:
Unreal Gameplay Framework, the official Unreal documentation.


Learning the Basics

It has been a while since I have used Unreal in any significant capacity, so I am going back to the basics to try and make sure I have all the fundamentals covered.

Tutorial #1

Moving/Positioning Objects

By default, Unreal has all the transformation functions snap. So moving an object, rotating it, and scaling it all occur in steps as opposed to smooth transforms. This can easily be changed in the top right of the viewport at any time.

Extra Camera Controls

F: focuses on object (like Unity)

Shift + move an object: Camera follows the moving object

You can directly change the camera speed in the top right of the viewport.

Adding Content Pack Later

If you find that you want to add the starter content to a project later than the start, this can easily be done through “Content” in the “Content Browser” window, then “Add New”, and choosing “Add Feature or Content Pack”. The starter content options will be one of the first to show up by default under the “Content Packs”.

Lighting Basics

“LIGHTING NEEDS REBUILT” Error Message

The static meshes want the lighting to be rebuilt when added so they are accounted for. Fixed with:

Go to: Build -> Build Lighting Only

Light Mobility Options

Lights by default have 3 mobility options: Static, Station, Movable

  • Static: can’t be changed in game; fully baked lighting
  • Station (Default): only shadowing and bounced lighting from static objects baked from Lightmass; all other lighting dynamic; movable objects have dynamic shadows
  • Movable: fully dynamic lighting, but slowest rendering speed

Tutorial #2

General Structure of Blue Prints

Components:

area where different components can be added

what allows you to place objects into the viewport of the blue print

this is where colliders are shaped to the proper size/shape


Details:

all the different details for this particular blue print


Event Graph:

this is the tab where visual scripting is majorly done


Function:

effectively contained event graphs with more specialized functionality


Variables:

representation of fields as you’d expect

Events

These are events which call the given functions when something in particular occurs. These functions are created within the blue print Event Graph.

Actions (Examples)

On Component Begin Overlap: occurs when something initially enters a collider
– Similar to Unity’s OnTriggerEnter

On Component End Overlap: occurs when something initially leaves a collider
– similar to Unity’s OnTriggerExit

E: occurs when the “E” key is pressed

Action: Timeline

Timeline:

allows you to visually create a graph of how a variable changes over a particular set of time

By default, the x-axis is the time and the y-axis is the variable value.
Points can be added as wanted to act as key frames for the variable.
Also allows for easy modifications to the interpolation between points, such as changing it from a line to a cubic interpolation by selecting multiple points.

Make sure to pay attention to the time Length set in the time line. Even if you didn’t put points somewhere in particular, if that is way longer than where your points are, you can get strange results since it will perform the action over the entire length of time.

Debugging Blue Prints

If you select Play from within the blue print, you can get a separate play window while leaving the blue print window visible. This can be helpful for example with the Event Graph, as you can actually see when different events occur according to the system and when inputs are read. This also shows the variables changing in some nodes, such as Timeline.

Classes (as covered by the Gameplay Framework Quick Reference)

Agents

Pawn

Pawns are Actors which can be possessed by a controller to receive input to perform actions.

Character

Characters are just more humanoid Pawns. They come with a few more common components, such as a CapsuleComponent for collision and a CharacterMovementComponent by default.

Controllers/Input

Controllers are Actors which direct Pawns. These are generally AIController (for NPC Pawns) and PlayerController (for player controlled Pawns). A Controller can “possess” a Pawn to control it.

PlayerController

the interface between a Pawn and the human player

AIController

simulated AI control of a Pawn

Display Information

HUD

Focused on the 2D UI on-screen display

Camera

The “eye” of a player. Each PlayerController typically has one.

Game Rules

GameMode

This defines the game, including things such as game rules and win conditions. It only exists on the server. It typically should not have much data that changes during play, and definitely should not have transient data the client needs to know about.

GameState

Contains the state of the game.
Some examples include: list of connected players, score, where pieces in a chess game are.
This exists on the server and all clients replicate this data to keep machines up to date with the current state.

PlayerState

This is the state of a participant in the game (which can be a player or a bot simulating a player). However, an NPC AI that exists as part of the game would NOT have a PlayerState.
Some examples include: player name, score, in-match level for a MOBA, if player has flag in a CTF game.
PlayerStates for all players exist on all machines (unlike PlayerControllers) and can replicate freely to keep machines in sync.

via Blogger http://stevelilleyschool.blogspot.com/2021/03/intro-to-unreal-basics-and-intro-to.html

Intro to Unreal: Basics Tutorial Compilation

March 16, 2021

Intro and Basics

Unreal


Title:
Unreal Engine 4 Complete Beginners Guide [UE4 Basics Ep. 1]

By:
Smart Poly


Youtube – Tutorial

Description:
A quick introduction to using the Unreal engine and just getting acquainted with the main editor window.


Title:
Unreal Engine 4 – Blueprint Basics [UE4 Basics Ep. 2]

By:
Smart Poly


Youtube – Tutorial

Description:
Quick introduction to using Unreal’s blueprints.


Title:
Unreal Engine 4 Beginner Tutorial: Getting Started

By:
DevAddict


Youtube – Tutorial

Description:
A more in depth intro to getting through the Unreal editor and starting to apply it to some general case uses.


Title:
Unreal Engine Beginner Tutorial: Building Your First Game

By:
Devslopes


Youtube – Tutorial

Description:
A good introduction focusing on building more of your own assets instead of using the Unreal given assets.


Title:
Unreal Engine 4.26 Beginner’s Tutorial: Make a Platformer Game

By:
DevAddict


Youtube – Tutorial

Description:
A large tutorial focusing on fleshing out the functionality of a given project and assets in Unreal.

Summary

This is a quick list of some Unreal tutorials just to get familiar with the engine. I listed them in order of a progression that I believe makes sense, where the first couple simply introduce the main Unreal editor and some of the tools it gives you, and the later tutorials start to implement those individual components to varying degrees. Some of these focus on using blue prints, while some focus on applying parameters to assets just through the Unreal editor directly. Finally, some of the tutorials near the end beging to show these tools making more complete systems and projects.

via Blogger http://stevelilleyschool.blogspot.com/2021/03/intro-to-unreal-basics-tutorial.html