Unreal Engine 5 Blueprints: Build a 2D Multiplayer Shooter

About Course
Unreal Engine 5 Blueprints: Create a 2D Multiplayer Shooter Game
Build a complete 2D top-down multiplayer shooter using Unreal Engine 5 Blueprints—no coding required!
In this beginner-friendly course, you’ll create an action-packed shooter where players team up to survive waves of enemies, collect loot, and unlock new characters. You’ll use keyboard movement and mouse aiming, just like classic twin-stick shooters, and learn how to build a fully scalable multiplayer system that supports as many players as you like.
What You’ll Build
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A fully playable 2D shooter game with multiplayer support
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Wave-based monster spawning system that ramps up the challenge
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Enemy drops like weapons, ammo, health packs, and powerups
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A coin and reward system based on player kills
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A main menu store to unlock new characters using coins
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Smooth and responsive controls: keyboard for movement, mouse for aiming
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A flexible setup to expand the game with your own ideas.
Whether you’re a solo developer, hobbyist, or aspiring game designer, this course will give you hands-on experience creating a complete multiplayer game from scratch—all through Unreal Engine 5’s visual scripting system.
Enjoying the process? Keep going!
If you want to sharpen your firstperson game shooter skills, check out The Ultimate Unreal Engine 5 First Person Shooter Course. Learn how to build fast-paced, polished shooter mechanics that feel AAA—perfect for turning your game ideas into something powerful and playable.
What Will You Learn?
- Build a complete 2D shooter game using Unreal Engine 5 Blueprints
- Create a multiplayer system scalable to any number of players
- Implement wave-based enemy spawning and progression
- Design mouse-based aiming and keyboard movement
- Add powerups, weapon drops, and health pickups
- Create a coin-based reward system tied to kills
- Set up a main menu with unlockable characters
- Customize and expand the game with your own mechanics
Course Content
01. Introduction
02. Environment Design & Lighting
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02:52
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00:47
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01:43
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01:43
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02:07
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06:34
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06:16
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2.08 Pixel Art Flickering
02:53 -
2.09 Placing the Tile Map in the Level
03:11 -
2.10 Post Process Volume
08:33 -
2.11 Adding the House Sprite
03:15
03. Character Setup
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3.01 Importing the Character Assets
01:40 -
3.02 Extracting Character Sprites
03:00 -
3.03 Creating Character Flipbooks
06:42 -
3.04 Enabling the PaperZD Plugin
01:54 -
3.05 Game Mode & Player Controller
02:35 -
3.06 Creating the PaperZD Character
01:24 -
3.07 Parent & Child Blueprint Classes
04:35 -
3.08 Adjusting Game Mode Settings
01:57 -
3.09 Finalizing the Character Setup
06:54
04. Character Movement – Part 1
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4.01 Creating an Input Mapping Context
01:35 -
4.02 Creating an Input Action
01:57 -
4.03 Adding the Input Mapping Context
05:25 -
4.04 Blueprint Interfaces
07:12 -
4.05 Adding Character Movement
08:25
05. Multiplayer Basics
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5.01 Actor Replication
06:23 -
5.02 Variable Replication
07:28 -
5.03 Switch Has Authority
01:25 -
5.04 Events Running on Server
04:19 -
5.05 Events Running on Client
01:42 -
5.06 Multicast Events
03:59 -
5.07 RepNotify
03:41
06. Character Movement – Part 2
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6.01 Modifying the Player Collision
04:48 -
6.02 Adding Map Collision
06:26 -
6.03 Showing the Mouse Cursor
00:49 -
6.04 Setting the Input Mode
04:51 -
6.05 Timer By Event
05:33 -
6.06 Calculating the Aim Angle
06:11 -
6.07 Movement Enumeration
03:29 -
6.08 Sketching Out the Aim Angle
03:37 -
6.09 Set Movement State Function
06:23 -
6.10 PaperZD Animation Source
01:28 -
6.11 PaperZD Animation Sequence
02:06 -
6.12 PaperZD Animation Blueprint
00:49 -
6.13 Setting Movement Enum in AnimBP
09:05 -
6.14 Creating the State Machine
03:06 -
6.15 Select Animation by Enumeration
04:12 -
6.16 Setting the Transition Rules
02:15 -
6.17 Setting the Action Values
03:39 -
6.18 Extending the Movement State Function
06:45
07. Weapon System
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7.01 Importing Initial Weapon Assets
07:12 -
7.02 Creating the Weapon Blueprint
02:13 -
7.03 Adjusting the Weapon Collision
03:57 -
7.04 Actor Has Tag
03:58 -
7.05 Setting Item to Loot Variable
04:58 -
7.06 Item Type Enumeration
03:55 -
7.07 Weapon Ref Blueprint Interface
09:45 -
7.08 Spawn Actor From Class
01:37 -
7.09 Creating a Weapon Info Structure
04:52 -
7.10 Creating a Weapon Info Data Table
02:27 -
7.11 Google Sheet Data Table
06:17 -
7.12 Function Library
04:59 -
7.13 Adding Name Variable to Items
03:15 -
7.14 Spawning the Weapon
02:12 -
7.15 Setting Equipped Weapon
04:27 -
7.16 Equipping the Weapon
06:10 -
7.17 Preventing the Infinite Loop
03:00 -
7.18 Sockets
06:53 -
7.19 Weapon Rotation
06:25
08. Shooting System
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8.01 Shooting Input Action
02:58 -
8.02 Creating the Projectile Blueprint
03:35 -
8.03 Spawning the Projectile
08:30 -
8.04 Shooting Animation & SFX
05:41 -
8.05 Randomizing the Shooting SFX
01:06 -
8.06 Rifle Shooting
03:04 -
8.07 Bullets Per Second
01:53 -
8.08 Pistol Shooting
02:08 -
8.09 Shotgun Shooting
01:07 -
8.10 Shotgun Bullet Spread
07:49 -
8.11 Shooting Cooldown
03:37 -
8.12 DefaultEngine.ini Network Settings
03:18
09. Ammo & Reload System
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9.01 Creating the Ammo Variables
02:47 -
9.02 Initializing the Ammo
05:45 -
9.03 Subtracting Ammo Event
02:18 -
9.04 Parsing the Ammo Info
04:41 -
9.05 Subtracting Ammo When Shooting
01:14 -
9.06 Prevent Shooting Empty Mag
04:10 -
9.07 Reload Event
05:10 -
9.08 Reload Input Action
01:54 -
9.09 Reloading Animation & SFX
04:48 -
9.10 Updating the Bullets on Reload
06:32 -
9.11 Creating the Mag Blueprint
02:28 -
9.12 Spawning the Mag on Reload
02:55 -
9.13 Mag Spawn Transform
04:18 -
9.14 Making the Mag Disappear
02:44
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