Create Your Own Multiplayer Game

in Unreal Engine 5 from Scratch!


Why this course? Because it's built differently.


This is not just a “do it like this” kind of course. It’s a “do it, and understand exactly why” course.

You’ll not only follow every step of the development process, you’ll deeply understand each decision, each system, and how everything fits together.

What makes this course truly special is the level of detail and clarity.

It’s one of the most in-depth Unreal Engine game courses available today, covering both beginner and advanced topics, from project setup to production-ready systems, with full refactoring and professional structure.

You won’t just copy features. You’ll learn HOW to design, build, and improve them like a real developer.

You’ll gain the knowledge to create systems that are clean, modular, network-ready, and optimized.

Build your game, and truly understand what you’re doing.
That’s what sets this course apart.

Featured Systems

Ultimate Inventory System


The Inventory System is a multiplayer-ready, Blueprint-based solution for collecting, stacking, transferring, and managing items, complete with dynamic UI and replication support.

Dynamic Harvesting System

Dynamic Harvesting System

A simple, yet powerful system built for maximum flexibility. Every harvestable object is fully data-driven and controlled through assets, allowing you to define loot, resources, and behaviors for any imaginable object.


The system automatically scales with your design, supports dynamic configurations, and adapts seamlessly to the gameplay flow. Easy to set up, highly modular, and perfectly optimized for multiplayer environments, harvesting has never been this dynamic and effortless.

Ultimate Crafting System

Ultimate Crafting System

Everything you need to create advanced crafting stations, process resources, manage fuel, handle input and output inventories, and drive recipes through clean data assets. Every part is designed to be modular, expandable, and easy to adapt for different gameplay devices.

Whether you want a simple workbench, a fueled smelter, a cooking station, or a fully automated production device, the Ultimate Crafting System gives you a strong Blueprint-only foundation with proper multiplayer support and professional structure.

Hotbar / Equipment System

The Hotbar & Equipment System combines responsive gameplay with intuitive design.

Players can instantly access items through scroll navigation or hotkeys, with visual feedback highlighting the selected slot.


The system supports seamless equipping and unequipping of weapons or tools, powered by a fully replicated Equipment Component that ensures multiplayer synchronization.


The Equipment Component handles item validation, attachment, and state tracking, including whether an item is currently equipped or not. It integrates directly with the Hotbar and Inventory systems, allowing for automatic equipping when switching slots, while keeping both client and server in sync.


From slot interaction to visual cues, this system delivers a smooth, network-aware foundation for any survival or action-oriented game.

High Quality Assets

You'll get access to high-quality, free-to-use assets tailored for your game. These include tools and weapons like a stone axeiron axepickaxesspearbow, and more.


All assets are optimized for use in your own projects and come ready for integration into the inventory, hotbar, and equipment systems. Perfect for rapid prototyping or building a complete, immersive game experience.


Gameplay Camera

The Gameplay Camera System features a smooth first & third-person camera with dynamic zoom, shoulder switching, and collision handling, providing a responsive and immersive player experience in multiplayer scenarios.

Modular UI Power

Styled, Reusable, Flexible

Learn how to build a fully modular UI system using Common UI framework.

Create customizable panelsresponsive layouts, and reusable widget components that adapt to any design.


Implement a centralized styling system to globally control fonts, text colors, and layout behaviors, ensuring full creative flexibility.


The course features custom-built widgets for clean integrationfast iteration, and total control over your game’s interface.


Motion Matching

The Motion Matching System enables responsive, fluid character movement by selecting animations dynamically based on real-time player input and motion data, fully optimized for multiplayer environments.

English & German

The course is fully available in both English & German audio.

German lectures are being added step by step, and you can always check the current translation and sync progress on the Discord server

27 Hight quality Subtitles: 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 230 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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