Unreal Engine 5 First Person Shooter Course (Multiplayer)
About Course
The ultimate Unreal Engine 5 first person shooter course
Unreal Engine 5 First Person Shooter is a complete beginner-friendly course that teaches you how to make a FPS game with full multiplayer functionality—no coding required. Using Unreal Engine’s powerful Blueprint system, you’ll create your own multiplayer first person shooter inspired by games like Counter-Strike.
Learn how to make a FPS game with multiplayer – even if you are new
You don’t need any prior experience to start. This course walks you through how to create a FPS game in UE5 from an empty project. Whether you’re a game developer, artist, designer, or hobbyist, you’ll gain all the skills to build a fully functional shooter.
Use Unreal Engine 5 Blueprints to create a full fps shooter game from scratch, including:
- Character creation, movement, and animation using the Enhanced Input system
- Weapon systems: equip, drop, shoot, reload pistols and rifles
- Inventory with drag-and-drop functionality
- Health, armor, and player damage systems
- Player spawns and death, team selection, and winning conditions
- Level design, lighting, and performance optimization
- Game user interface with avatars and overlays
You’ll also receive the full finished project to explore and build upon.
Build your own Unreal Engine 5 FPS with easy, step-by-step follow-along tutorials:
Making a multiplayer game in Unreal Engine 5 has never been easier. From beginner to advanced, you will learn basic to advanced concepts from the ground up with clear, follow-along Unreal Engine 5 tutorials and practical examples. By the end, you’ll know exactly how to create a FPS game and feel confident building your own Unreal Engine FPS for portfolio or commercial release.
Taught by a professional Unreal Engine game developer
With 9 years of experience, I’ve released a full Steam game, created 11+ courses for over 40,000 students (average rating: 4.8+), and am currently developing. Farmtale 2. I specialize in Unreal Engine blueprint visual scripting, lighting, game optimization, and more. This course is built on real-world experience.
Join a thriving and friendly game developer community on Discord
Get 24/7 support on our dedicated Discord server by clicking here. Share your progress, ask questions, and get inspired by other creators like yourself.
Enroll now and bring your shooter to life.
Want to expand your skills?
If you’re curious about 2D games, dive into How to Make a Platformer Game in Unreal Engine 5 (2D). You’ll master essential mechanics like jumping, double-jumping, and moving platforms—all designed to help beginners create their very first polished platformer!
What Will You Learn?
- How to make an Unreal Engine 5 first-person shooter with multiplayer.
- How to add character movement and animation.
- How to equip, drop, pick-up, shoot and reload weapons from pistols to rifles.
- How to create a complete inventory system with drag and drop functionality.
- How to deal damage, including health and armor.
- How to design levels from scratch from materials to lighting.
- How to spawns and respawns players after death.
- How to add team selection with winning conditions.
- How to create and display user interfaces from avatars to overlay of game elements.
- How to create and add visual and audio effects.
Course Content
01. Introduction
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01:21
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01:37
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02:21
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17:54
02. Environment Creation
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02:21
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01:05
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04:15
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12:05
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06:05
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2.06 Lighting the Environment
23:46 -
2.07 Environment Optimization Tips
10:52
03. Player Movement
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3.01 Importing the Characters
02:56 -
3.02 Parent & Child Blueprint Classes
04:53 -
3.03 Setting up the Character
08:31 -
3.04 Game Mode & Player Controller
04:58 -
3.05 Input Mapping Context
05:14 -
3.06 Adding the Input Mapping Context
05:13 -
3.07 Blueprint Interface
06:53 -
3.08 Player Movement
07:07 -
3.09 Importing the Player Animations
03:27 -
3.10 Creating IK Rigs
06:58 -
3.11 Creating an IK Retargeter
06:49 -
3.12 Fixing the Hands
05:40 -
3.13 Retargeting the Animations
04:36 -
3.14 Introduction to Blend Spaces
03:35 -
3.15 Unarmed Blend Spaces
08:40 -
3.16 Introduction to Animation Blueprints
03:53 -
3.17 Movement Speed & Direction
07:47 -
3.18 Multiplayer Crouch Input
02:34 -
3.19 Multiplayer Crouch Function
11:54 -
3.20 Crouching Animation Blueprint
07:29 -
3.21 Variable Replication
03:08 -
3.22 Animation Smoothing
02:46 -
3.23 Multiplayer Walk
06:00 -
3.24 Walking Animation Blueprint
04:46 -
3.25 Multiplayer Jump
04:59 -
3.26 Jumping Animation Blueprint
07:37 -
3.27 Introduction to Enumerations
02:47 -
3.28 Switching Movement Variables to Enums
10:46 -
3.29 Switching the Animation Transition Rules
06:08 -
3.30 Fixing the Player Size
03:54 -
3.31 Setting the Movement Speed
08:18
04. Player Aim
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4.01 Aim Offset Blend Space
02:04 -
4.02 Preparing the Aim Offset Animations
04:56 -
4.03 Adding Animation to the Aim Offset
02:31 -
4.04 Calculating the Aim Direction
05:47 -
4.05 Adding the Aim Offset
02:19 -
4.06 Adding Player Camera to Head
06:27 -
4.07 Hiding the Player Model Head
03:10 -
4.08 Adding a Third Person Mesh
03:04 -
4.09 Camera & FPS Smoothing
04:04
05. Player Movement Improvements
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5.01 Adjusting Movement Speed
02:38 -
5.02 Adjusting Animation Speed
10:14 -
5.03 Fixing the Camera Wall Clipping
05:50 -
5.04 Fixing the Jumping Crouch
06:01 -
5.05 Fixing the Remaining Crouch Bugs
01:07 -
5.06 Preparing the Footsteps SFX
05:27 -
5.07 Timer by Event
06:51 -
5.08 Multicast Replication
09:17 -
5.09 Footsteps SFX Conditions
13:03
06. Spawn System
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6.01 Placing the Spawn Points
05:53 -
6.02 Storing Spawn Point Information
08:07 -
6.03 Importing the UI Assets
04:21 -
6.04 Importing a Custom Font
02:54 -
6.05 Introduction to Widget Blueprints
05:26 -
6.06 Displaying the Team Selection UI
12:32 -
6.07 Dynamic UI Size for All Screen Sizes
05:13 -
6.08 Designing the Team Selection UI
21:24 -
6.09 Button Sound Effects
03:05 -
6.10 How to Spawn Actors
07:19 -
6.11 Player Spawn Location
05:32 -
6.12 Game Mode Blueprint Interface
02:15 -
6.13 Finishing the Team Selection Logic
05:08 -
6.14 Spawning the Player
04:27 -
6.15 Setting the Input Mode
03:14 -
6.16 Placing a Spectator Camera
05:41
07. Pistol & Rifle Animations
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7.01 Pistol Blend Spaces
05:50 -
7.02 Rifle Blend Spaces
03:58 -
7.03 Pistol Aim Offsets
02:23 -
7.04 Rifle Aim Offsets
02:14 -
7.05 Blend Poses By Bool
04:15 -
7.06 Blend Poses By Enum
05:53 -
7.07 Pistol Animation Blueprint
03:05 -
7.08 Rifle Animation Blueprint
02:20 -
7.09 Finalizing the Animation Blueprint
06:38
08. Equipping & Dropping Weapon
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8.01 Importing the Weapon Assets
03:16 -
8.02 Setting up the Weapon
05:50 -
8.03 Enabling Physics
04:03 -
8.04 Replicating Actors
01:22 -
8.05 Weapon Overlap
04:34 -
8.06 Setting the Weapon Type
02:31 -
8.07 Checking if Player Has the Weapon
04:09 -
8.08 Looting the Weapon
11:17 -
8.09 Creating the Weapon Socket
10:00 -
8.10 Creating the Remaining Sockets
05:51 -
8.11 Attaching Weapon to Hand
14:05 -
8.12 Attaching Weapons to Back
10:58 -
8.13 Overlapping Two Weapons at Once
13:33 -
8.14 Creating the Weapon Structure
05:08 -
8.15 Creating the Weapon Data Table
09:10 -
8.16 Using the Function Library
08:03 -
8.17 Adding the Weapon Name
03:08 -
8.18 Replacing the WeaponType Variable
05:03 -
8.19 Drop Weapon Input Action
02:02 -
8.20 Drop Weapon Logic
04:48 -
8.21 Drop Weapon Rep Notify
09:51 -
8.22 Resetting the Rep Notify Value
06:18 -
8.23 Weapon Interaction Boolean
05:25 -
8.24 Removing Interaction from Dropping Player
07:07 -
8.25 Weapon Player Interaction Improvement
08:03 -
8.26 Looting Weapon with Keyboard Key
16:58 -
8.27 Setting the Equipped Item Type Correctly
02:28 -
8.28 Fixing the Looting “Accessed None” Error
05:18 -
8.29 Cleaning up the Code
13:04 -
8.30 Fixing a Small Replication Issue
07:22
09. Weapon Switching
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9.01 Weapon Switching Input Actions
02:11 -
9.02 Weapon Switching Logic
07:47 -
9.03 Equip and Unequip Weapon RepNotify
04:47 -
9.04 Equipping Secondary Weapon
02:30 -
9.05 Creating Animation Montages
02:04 -
9.06 Adjusting the Animation Blueprint
04:37 -
9.07 Equip Animation Multicast
05:59 -
9.08 Setting up the Weapon Display Widget
02:41 -
9.09 Designing the Weapon Display UI
06:09 -
9.10 Displaying the Weapon Display UI
04:05 -
9.11 Coding the Weapon Display Functionality
06:02 -
9.12 Adding Weapon Thumbnail to Structure
08:26 -
9.13 Unequipped Weapon UI Opacity
05:21 -
9.14 Adding Equip Sound Effects
08:15
10. Weapon Shooting
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10.01 Creating the Crosshair UI
03:09 -
10.02 Displaying the Crosshair
02:52 -
10.03 Adding Weapon Properties to Structure
01:11 -
10.04 Shoot Weapon Input Action & Structure
08:41 -
10.05 Creating the Weapon Shot Timer
18:21 -
10.06 Line Trace By Channel
13:21 -
10.07 Adjusting the Player Collision Settings
08:31 -
10.08 Creating the Muzzle Flash Sockets
02:35 -
10.09 Shooting VFX & SFX
06:26 -
10.10 Preventing Shooting During Equip Anim
05:56 -
10.11 Creating the Ammo UI
06:04 -
10.12 Setting the Initial Weapon Ammo Amount
06:37 -
10.13 Creating the Ammo UI Logic
04:52 -
10.14 Update Ammo UI
05:02 -
10.15 Hide Ammo UI
06:03 -
10.16 Calculating Ammo
06:20 -
10.17 Reload Weapon Animation
05:20 -
10.18 Reload Weapon Functionality
11:27 -
10.19 Shooting Conditions
07:31 -
10.20 Reload Weapon With Keyboard Key
05:48 -
10.21 Reload Weapon on Weapon Switching
03:31 -
10.22 Adding Pistol Shooting
03:06 -
10.23 Stopping Shoot VFX on Weapon Switching
07:13 -
10.24 Shooting Animation
13:52 -
10.25 Out of Ammo SFX
07:45 -
10.26 Bullet Impact VFX & SFX
22:02 -
10.27 Bullet Spread
05:39 -
10.28 Placing the Weapons Correctly
05:14
11. Health, Armor & Damage
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11.01 Designing the Health & Armor UI
12:01 -
11.02 Applying Damage
09:33 -
11.03 Player Info Structure
01:46 -
11.04 Player Info Data Table
05:08 -
11.05 Setting the Base Health & Armor
04:45 -
11.06 Health & Armor UI Functionality
05:08 -
11.07 Updating the Health & Armor UI
04:09 -
11.08 Dealing Damage to Health
04:23 -
11.09 Dealing Damage to Armor
05:13 -
11.10 Preventing Looting Multiple Rifles
05:43
12. Death & Respawn
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12.01 Death
08:35 -
12.02 Drop Weapon When Dead
23:20 -
12.03 Respawn
09:03 -
12.04 Not Dead RepNotify
09:06 -
12.05 Resetting Health on Respawn
01:40 -
12.06 Preventing Team Damage
02:41
13. Team Score
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13.01 Designing the Score UI
06:18 -
13.02 Designing the Team Win UI
02:18 -
13.03 Score and Team Win UI Functionality
05:38 -
13.04 Keeping Track of Alive Players
07:07 -
13.05 Keeping Track of Dead Players
03:09 -
13.06 Keeping Track of All Spawned Players
01:40 -
13.07 Checking the Amount Of Living Players
06:03 -
13.08 Team Win Announcement
13:17 -
13.09 Adding the Team Score
07:34 -
13.10 Respawning the Players
04:28
14. Game Improvements
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14.01 Adding Impulse on Weapon Drop
04:46 -
14.02 Improving the Weapon Weight
03:12 -
14.03 Removing Reload SFX on Weapon Drop
05:46 -
14.04 Adding Team Announcement Win SFX
05:47 -
14.05 Adding Enemy Hit Indicator
08:28 -
14.06 Adding Ambience SFX
02:10 -
14.07 Removing Mag When Reloading
09:21 -
14.08 Fixing Reload Bug on Weapon Switching
03:28 -
14.09 What Now?
02:04
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