Introduction to Unreal Engine Blueprints

This course is designed for students who are interested in Unreal Engine game development and want to understand the complete process of developing an independent game from scratch. Through practical teaching focused on ARPG (Action Role-Playing Game) development, the course will provide systematic learning and hands-on production of characters, levels, UI, and AI in game development. The goal is to equip students with the skills and abilities needed for independent game development.

Course Level: Intermediate Duration: 2-3 weeks Period: 120 credit hours

Course duration

On-site Training: April 7 - April 25, November 3 - November 21, 2025

Online Training: August 1 - September 30, November 1 - December 30, 2025

Registration period: Registration closes 10 days before the start of each course

Pre-Registration Course Consultation

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Course Introduction

  • CHAPTER 1 Blueprint Knowledge

    This chapter introduces the concept of Blueprints, Blueprint programming, advanced Blueprint techniques, and includes the creation of a door animation using Blueprint communication.

  • CHAPTER 2 Characters and Animation

    This chapter focuses on the creation of gameplay and game 3C (Character/Camera/Control) Blueprints for character development, character animation Blueprints, the creation of an archer game, and the development of a sequencer and Blueprint interaction.

  • CHAPTER 3 Map Level Design

    This chapter covers level streaming and World Partition, physical simulation and physical materials related to level design, and includes practical demonstrations integrating characters and animations.

  • CHAPTER 4 UI and Combat Mechanics

    This chapter focuses on creating skills, demonstrating the GAS, developing game UI and control Blueprints for item generation and pickup, and commonly used UI controls and backpack functionality within the archer game example.

  • CHAPTER 5 AI Behavior

    This chapter introduces the Blackboard and Behavior Tree concepts, demonstrates AI patrolling, and covers EQS introduction and demonstrations, culminating in the generation of AI enemies for combat within the archer game.

  • CHAPTER 6 Completing the Game Demo

    This chapter focuses on refining the demo and packaging the game.

Course Planning

Course Planning

* The above is a preset course framework,specifics are subject to actual conditions.

Project Cases

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