Introduction to Unreal Engine

This course is a systematic general education program aimed at beginners with no experience. It will guide students from basic to advanced levels, helping them gradually understand Unreal Engine and learn to apply various tools.

Course Level: Beginner Duration: 1 month

Pre-Registration Course Consultation

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Course Introduction

  • CHAPTER 1: Introduction to Unreal Engine & Scene Import

    This chapter will guide you in starting your journey with Unreal Engine easily, covering everything from engine installation and configuration to basic operations. You will learn about 3D model handling, scene optimization and construction, and master the usage techniques of basic modeling and data conversion tools.

    PBR Principle Material System and Editor Operation Material Types and Applications UV Theory and Practice Advanced Material Skills
  • CHAPTER 2: Basics of Materials

    Explore material design in Unreal Engine, from basic operations to advanced technique skills. Through practical examples, you will learn to adjust texture mapping, control transparency, utilize multi-layer materials, and achieve dynamic UV effects and complex surface textures.

    Terrain Creation and Management Terrain Sculpting Tools Terrain Materials Foliage System Procedural Foliage Tools
  • CHAPTER 3: Terrain & Foliage System

    This chapter introduces how to build scenes in Unreal Engine, covering topics such as area division, terrain sculpting and editing, application of landscape materials, procedural foliage placement, and the construction of road systems, along with both basic and advanced functionalities.

    Terrain Creation and Management Terrain Sculpting Tools Terrain Materials Foliage System Procedural Foliage Tools
  • CHAPTER 4: Lighting & Post-Production Atmosphere

    This chapter teaches various lighting techniques in Unreal Engine, including basic lighting settings and methods for creating environmental atmosphere through Post-Production effects.

    Basic Light Types Introduction to Lumen Post-Process Volumes Volumetric Fog Effects
  • CHAPTER 5: Niagara Effects

    This chapter introduces the basic concepts of Niagara and fundamental operations of particle systems through examples of fire and fireworks.

    Niagara Concepts Particle Systems Fluid Simulation
  • CHAPTER 6: Basics of Animation

    This chapter explains the basic construction of skeletal animation, covering everything from importing and editing animation assets to using Control Rig for character binding and controller design. It also discusses how animation retargeting works and its value and practical demonstrations in cross-character applications.

    Basic operations in the animation editor Basics of animation and workflow Control Rig technique Animation retargeting
  • CHAPTER 7: Basics of Blueprints

    This chapter teaches visual programming with Blueprints from the ground up. Through easy-to-understand practices, you will learn to control character movement, respond to player input, set up attack animations, and implement core game logic.

    Blueprint Editor Interface Gameplay Framework Character Movement
  • CHAPTER 8: Sequencer

    This chapter introduces the basic operations of the Sequencer through a short case study, covering the creation of Sequencer animations, as well as rendering output and compositing.

    Creating Sequencer Rendering Output and Compositing

Course Planning

Course Planning

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

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