Create Your Own Multiplayer Game

in Unreal Engine 5 from Scratch!


Why this course? Because it's built differently.

This is not a "click this, then click that" tutorial.

You will learn how complete gameplay systems are designed, built, connected, replicated and improved while understanding why every decision is made.

The course starts with beginner-friendly foundations and gradually progresses into advanced multiplayer architecture, including refactoring, debugging, optimization, and professional project structure.

Don’t just copy features. Learn how to build and expand them like a real game developer.

One Inventory. Every System Connected.

See the player inventory, hotbar, storage, crafting stations, forge, harvesting, equipment, and world pickups working together as one multiplayer system. Every feature is built step by step in Blueprint throughout the course.

Connected Survival Systems

The inventory is only the foundation. These gameplay systems use the same centralized rules to create one complete survival gameplay loop.

Dynamic Harvesting System
Equipment & Dynamic Animation

Equip tools and weapons directly from the hotbar and synchronize every change across players.

Item-specific animation layers, arm poses, Aim Offsets, hand IK, attachments and customizable materials keep equipment flexible without requiring separate character logic for every item.

Harvesting & World Interaction

Create scalable trees, rocks, and bushes with configurable loot, durability, tool efficiency, staged destruction, physics, pickups and respawning. Multiplayer validated interactions connect every harvested resource directly to the inventory and crafting systems.

Ultimate Crafting System
Crafting & Production Stations

Build workbenches, forges, and fueled production stations with recipes, queues, input validation, fuel consumption, automatic routing, output storage and safe production pausing - all powered by the same centralized inventory rules.

The Systems Behind the Gameplay

Go beyond individual features and learn how to structure reusable systems that can grow with a complete multiplayer game.

Motion Matching & Gameplay Camera

Combine UE5 Motion Matching with a flexible first- and third-person camera system. Responsive movement, rotation, zoom, shoulder switching, aiming, collision handling, and multiplayer behavior form one connected character foundation.

Data-Driven Items & Profiles

Configure resources, consumables, tools, and equipment through centralized item data, Data Tables, and reusable profiles. Durability, use behavior, Gameplay Effects, materials, poses, and abilities remain editable without hard-coding every individual item.

English & German

The complete course is available in English audio.

German audio is being added chapter by chapter, with 27 subtitle languages already included. Checkout the Discord server

27 High-Quality Subtitles Languages: English · German (Deutsch) · French (Français) · Spanish (Español) · Portuguese (Português – Brazil) · Italian (Italiano) · Polish (Polski) · Turkish (Türkçe) · Russian (Русский) · Arabic (العربية – Saudi Arabia) · Hindi (हिन्दी – India) · Korean (한국어 – Korea) · Chinese (中文 – Simplified) · Chinese (中文 – Hong Kong) · Japanese (日本語 – Japan) · Ukrainian (Українська – Ukraine) · Dutch (Nederlands) · Czech (Čeština) · Swedish (Svenska) · Danish (Dansk) · Finnish (Suomi) · Norwegian (Norsk) · Thai (ไทย) · Indonesian (Bahasa Indonesia) · Greek (Ελληνικά) · Bengali (বাংলা – Bangladesh) · Vietnamese (Tiếng Việt)


The course currently features over 275 in-depth lectures

with more than 70 hours of step-by-step content.

New material is added regularly!

Clean - Structured - Commented


Are you tired of messy spaghetti Blueprints and guessing what each node does?

Every Blueprint is cleanly structuredprofessionally organized, and fully commented, so you always know what’s happening and why. No clutter. No chaos. Just clear, production-ready logic designed to help you learn faster and build smarter.

Whether you’re a beginner or looking to level up, this is how real game development should look.


100% Blueprint Only!


This course is designed to be incredibly beginner-friendly, guiding you step by step through every system with clear explanations of each Blueprint Node, interface, and function.


Nothing is skipped, and every action is backed by a detailed explanation of why it is done, ensuring you not only follow along, but truly understand the logic behind each feature.


Whether you're just starting out or looking to level up your Unreal Engine skills, this course offers a structured, in-depth learning experience for all levels.


Advanced Gameplay Ability System

Blueprint Only & Fully Modular


This Course includes a custom-built gameplay ability system inspired by GAS (Gameplay Ability System), designed entirely in Blueprints.

It uses Gameplay Tags, Gameplay Effects and Ability Components to dynamically manage core attributes like Health, Food, Water, Stamina, Oxygen, Weight and other.
The UI reacts in real-time to changes triggered by effects, abilities, or state-based logic, including dynamic conditions such as Status.Water.Thirsty or Status.Health.Low.

All systems are cleanly separated, fully commentated, and optimized for multiplayer, giving you a professional grade foundation for survival mechanics, state-driven logic and reactive UIs and much more!


Choose a Pricing Option

What Students Are Saying About the Course

Why do I use AI Voiceover?

Unfortunately, my personal voice is not the best fit for delivering the course content clearly and understandably, especially since I am not a native English speaker and I am from Germany.

To ensure you can hear and comprehend everything properly, I use AI Voiceover. This allows me to present the content with clear pronunciation and emphasis. You can listen to an example here: Lecture Preview


Was the course content created by AI?

A clear NO! The entire course content was created entirely by me. All videos, texts, and concepts are my own work. I record the videos, cut them, write the texts, and then have them translated into English, and then spoken by AI.

My goal is to provide you with well-formulated and clearly understandable explanations, so everyone can grasp the content easily. There's nothing worse than trying to learn from unclear explanations or poor pronunciation.


Support and Help on Discord

On my Discord, you'll experience the opposite. I offer top-notch support! If you face any difficulties, simply make a post in Discod share the GitHub link in DM with me, and I'll help you resolve the issues quickly. My aim is to provide you with the best possible assistance so you can learn without any obstacles.

If you’re not convinced after purchasing, don’t worry! You have 15 days to request a full refund. I want to ensure that you're completely satisfied with your purchase, and if the course doesn’t meet your expectations, you can get your money back with no questions asked.

Curriculum Preview

  Introduction
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  Chapter 1 - The First Steps
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  Chapter 2 - Motion Matching
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  Chapter 3 - Gameplay Camera
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  Chapter 4 - Inventory System & User Interface
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  Chapter 5 – Equipment System, Hotbar & Dynamic Animation
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  Chapter 6 – Base Attributes & Gameplay Effect System
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  Chapter 7 – Player Ability System
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  Chapter 8 - Data-Driven Items & Ability-Based Equipment
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  Chapter 9 – Harvesting System
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  Chapter 10 – Inventory Refactoring & Finalization
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  Chapter 11 – Crafting System
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Roadmap


Chapter 1 - The First Steps

Set up the foundation of the project, create the first playable character and establish the Blueprint structure used throughout the course.


Chapter 2 - Motion Matching

Build a complete movement and animation foundation with locomotion states, walking, running, sprinting, crouching, jumping, trajectory data, Motion Matching, Chooser Tables and animation transitions.


Chapter 3 - Gameplay Camera

Create a flexible first- and third-person camera system using Unreal Engine’s Gameplay Camera framework. This chapter covers camera modes, aiming, crouch offsets, input handling, perspective switching and camera collision.


Chapter 4 - Inventory System & User Interface

Build a modular, data-driven inventory system with slots, containers, item stacking, partial stacks, drag-and-drop interaction, weight handling, item validation, sorting, tooltips, notifications and dynamic UI updates. The inventory is connected to a reusable CommonUI-based interface and prepared for multiplayer synchronization.


Chapter 5 - Equipment System, Hotbar & Dynamic Animation

Create a modular hotbar and equipment system with server-synchronized item equipping, item attachments, equipment validation and replicated equipment actors. The chapter also introduces dynamic arm poses, AimOffset blending, hand IK, hand sway, camera-based pose selection and first- and third-person animation layers.


Chapter 6 - Base Attributes & Gameplay Effect System

Build a custom Blueprint-based system for Gameplay Tags, attributes and gameplay effects. You will create reusable components for Health, Food, Water, Stamina, Weight, modifiers, thresholds, duration effects, periodic effects, granted tags and live UI updates.


Chapter 7 - Player Ability System

Create a reusable ability framework inspired by GAS, entirely in Blueprints. The system handles ability activation, input mapping, Gameplay Tags, execution requirements, costs, prediction policies, Gameplay Effects, cancellation and cleanup.


Chapter 8 - Data-Driven Items & Ability-Based Equipment

Create a single-source item architecture that connects item data, equipment, abilities, impacts, crafting, harvesting and UI. You will work with Primary Data Assets, interfaces, Data Table profiles, item-use settings, equipment data and ability-driven item behavior.


Chapter 9 - Harvesting System

Build a flexible harvesting system for trees, rocks, bushes and other world resources. Configure tools, resistance, size scaling, health stages, loot accumulation, drop behavior, depletion effects, successor and residual actors, instanced resources, PCG integration, impact feedback and respawn logic.

The system is designed to connect directly with the item, ability, attribute, inventory and interaction systems while keeping resource behavior data-driven and multiplayer-aware.


Chapter 10 - Inventory Refractoring & Finalization

Refactor and finalize the inventory architecture for long-term reuse. This chapter introduces reusable inventory base components, inventory handles and contexts, centralized manager logic, transfer modes, sorting, replication flows, shared storage synchronization and the integrations required by crafting stations and other gameplay systems.


Chapter 11 - Crafting System

Build the crafting and processing foundation of the survival game. This chapter covers recipe data, ingredient validation, crafting queues, progress handling, output management, crafting stations, fuel, device state, input and output storage, automatic processing, forge workflows, shared station viewers and crafting UI.

The chapter also finalizes the supporting interaction systems, including contextual input hints, Quick Store, storage interaction and multiplayer viewer synchronization.


Chapter 12 - Build Mode

The next major chapter introduces the Build Mode and Building System.

You will create a reusable workflow for selecting buildable items, entering Build Mode, displaying placement previews, handling rotation, validating placement positions, working with snapping and placement rules, consuming buildable items and spawning structures through server-authoritative logic.

The chapter will also prepare the foundation for structural support, demolishing, repair, upgrades, refunds and collapse behavior.


What’s Next in the Course

The core foundations for character movement, camera, inventory, equipment, abilities, item usage, harvesting, crafting, storage, fuel and automated processing are now established in the published chapters.

The next development focus is Build Mode, where these systems will be connected to a reusable building workflow for placing and managing structures in the world.

After the Building System, future chapters are planned to expand the project with additional gameplay systems such as weapons and armor, melee and ranged combat, MetaHuman characters, groups and clans, shared storage permissions, navigation tools, NPCs, wildlife, AI behavior, save and load functionality, persistent world state, online session management and publishing preparation.

These topics belong to the long-term course roadmap and will be added as they are developed and published.


Notice: This course is currently in Early Access. Chapters and content may be adjusted, expanded or updated as development continues and new systems are published.

FAQ - Frequently Asked Questions


General Course Information

What kind of experience do I need before taking this course?
You do not need to be a pro, but a bit of Unreal Engine knowledge helps. If you know what Blueprints are and can navigate the editor, you are ready to go.

Is this course suitable for complete beginners or more advanced users?
The course is designed for both. Beginners can follow every step, while advanced users will appreciate the structure, optimization, and multiplayer focus.

Do I need to know how to code or use Blueprints before starting?
No coding needed. Everything is done with Blueprints. If you are new to them, you will quickly learn through hands-on practice in the course.


Course Structure & Progress

How is the course structured?
The course is divided into clear chapters, each covering one core system or topic. Every lesson builds on the previous one to ensure a smooth learning curve.

Can I skip chapters or do I need to follow the order?
You can jump around, but it is strongly recommended to follow the order, especially in the early chapters, since many systems build on each other.

Are the chapters released weekly, monthly, or irregularly?
New chapters are added regularly, but not on a fixed schedule. Quality comes first, so each release is carefully prepared, tested, and polished.

How many chapters and lessons are planned in total?
Many chapters are planned, with hundreds of step-by-step lessons covering every major gameplay system in a full multiplayer game.

What is the current progress of the course development?
The course is well underway with over 150+ published lessons and new content in production. You can check the live curriculum and updates on the course page or Discord.


Project Files & Publishing

Can I publish or sell the game I create from this course?
Yes, you are completely free to publish or sell your game. Just make sure to build something unique by expanding and customizing it beyond what is taught in the course.

Can I use the assets or systems in my own commercial projects?
Absolutely. All systems you learn here can be used in commercial projects. However, you are not allowed to sell or redistribute the raw course files or content itself.

Is the final project file included with the course?
No. The course focuses on step-by-step learning. The final project is not part of the course by default but can be purchased separately for those who want a complete reference.

Where can I download the full project if I want it?
You can get the full project files anytime at Download full project as a separate optional download.


Video Access & Subtitles

Are subtitles available for all lectures?
Yes. All current lectures include English subtitles, carefully synced to match Unreal Engine’s terminology and flow.

Which subtitle languages are currently supported?
You can watch the course with high quality subtitles in these languages:
English · German (Deutsch) · French (Français) · Spanish (Español) · Portuguese (Português – Brazil) · Italian (Italiano) · Polish (Polski) · Turkish (Türkçe) · Russian (Русский) · Arabic (العربية – Saudi Arabia) · Hindi (हिन्दी – India) · Korean (한국어 – Korea) · Chinese (中文 – Simplified) · Chinese (中文 – Hong Kong) · Japanese (日本語 – Japan) · Ukrainian (Українська – Ukraine) · Dutch (Nederlands) · Czech (Čeština) · Swedish (Svenska) · Danish (Dansk) · Finnish (Suomi) · Norwegian (Norsk) · Thai (ไทย) · Indonesian (Bahasa Indonesia) · Greek (Ελληνικά) · Bengali (বাংলা – Bangladesh) · Vietnamese (Tiếng Việt)

Can I request subtitles in other languages?
Yes. If your preferred language is missing, feel free to reach out. I’m happy to add more based on demand.

Can I download the videos and watch them offline?
Not currently. To prevent piracy, offline downloads are disabled. But you get lifetime access to stream everything online at any time.

Will I lose access to the course after a certain time?
Nope. You’ll have full, permanent access to all current and future content, no time limits, no hidden fees.


Course Updates & Lifetime Access

Is this a one-time purchase or subscription?
It’s a one-time purchase. No monthly fees, no subscriptions – just full access with a single payment.

Do I get lifetime access including all future updates?
Yes. You’ll receive lifetime access to everything, including all new lectures, improvements, bug fixes, and additional content added after your purchase.

Will the course receive updates after it is finished?
Absolutely. Even after the full course is released, I’ll continue to maintain and expand it with refinements, improvements, and optional advanced modules if needed.

What happens if Unreal Engine updates to a new version?
Unreal Engine is constantly evolving. When major changes affect the course content, I’ll release updated lectures or add notes to keep everything compatible and relevant until version 5.6. Your access to those updates is included.


Technical Support & Troubleshooting

What should I do if I run into bugs while following the course?
Bugs are a normal part of game development. The course encourages a realistic approach: instead of hiding issues, I show how to recognize, debug, and fix them like in real production environments.

Does the course teach how to fix and debug issues?
Yes! troubleshooting is built into the learning process. You'll see how to approach problems, analyze unexpected behavior, and solve issues using practical debugging techniques.

Is there a community or Discord server where I can ask for help?
Absolutely. You'll find an active and helpful Discord community where you can ask questions, share progress, and get support from both me and other students.


Community & Feedback

Where can I ask questions if I get stuck?
Join the Discord server linked in the course dashboard. It’s the best place to get help, whether you're facing a bug or need clarification.

Can I show my progress or project to others?
Yes! Sharing your progress is highly encouraged. We love seeing what students create, and it's a great way to get feedback and inspire others.

Is there a way to share feedback or suggestions?
Definitely. You can post ideas or suggestions in the Discord server, and I regularly review feedback to improve the course.


Payment & Refunds

What is your refund policy?
Refunds are handled through Teachable’s official policy. You can request a refund within 15 days of purchase by contacting Teachable support directly.

Can I try the course before buying it?
Yes! a free 2-day trial is available so you can test the course and decide if it’s right for you before committing. Discord access is not included in the 2-day trials.


Legal & Ethical Use

Can I share course content with others?
No. Course materials are for personal use only. Sharing content, videos, or files with others is not permitted.

Am I allowed to resell or redistribute the course files?
No. Reselling, redistributing, or uploading course materials elsewhere is strictly prohibited and violates the license terms.

What is the legal status of the systems I build through the course?
You’re free to use the systems and techniques you learn here in your own personal or commercial projects. However, the original course content and files cannot be resold or rebranded.


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