Create Your Own Multiplayer Survival Game
in Unreal Engine 5.5+ from Scratch!
ULTRA HIGH QUALITY
Game Development Course
First Features
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.
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.
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.
The course currently features over 75 in-depth lectures
with more than 17 hours of step-by-step content.
New material is added regularly!
100% Only Blueprint!
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.
Curriculum Preview
Checkout the free Preview Lectures!
Chapter 2 - Preview - Full Movement System
Chapter 2 - Lecture 03 - Setting up the basic Animation Blueprint
Chapter 3 - Lecture 33 - Adjusting Camera Collision and Renaming Elements for Clarity
Chapter 4 - Lecture 58 – Building the Inventory Weight System
- Chapter 2 Preview – Full Movement System and Optional Jump Ahead (4:03)
- Lecture 03 - Setting up the basic Animation Blueprint (9:33)
- Lecture 04 - ABP Trajectory Pose Search Updates (8:24)
- Lecture 05 - ABP Character States Updates (15:05)
- Lecture 06 - ABP Essential Values Updates (9:58)
- Lecture 07 - Setting up Motion Matching Node Part #1 (15:40)
- Lecture 08 - Setting up Motion Matching Node Part #2 (13:26)
- Lecture 09 - Create Motion Matching Pose Search Schemas (9:30)
- Lecture 10 - Creating the First Pose Search Database and Cleaning Up the Project (7:38)
- Lecture 11 - Setting up Chooser Table (6:30)
- Lecture 12 - Adding Walking Animations (12:37)
- Lecture 13 - Adding Running Animations (7:55)
- Lecture 14 - Setting up Event Possessed (7:27)
- Lecture 15 - Setting up Enhanced Input Walk/Sprint (10:19)
- Lecture 16 - Character Movement Calculations (Pre CMC Tick) (22:12)
- Lecture 17 - Setting up Sprint (8:35)
- Lecture 18 - Character Rotation Logic (Pre CMC Tick) (6:35)
- Lecture 19 - Setting up Crouch (22:54)
- Lecture 20 - Setting Up Jump Functionality – Part 1 (CBP/ABP) (9:42)
- Lecture 21 - Setting Up Jump Functionality – Part 2 (Animation Setup) (12:45)
- Lecture 22 - Setting Up Jump Functionality – Part 3 (Chooser Table) (8:17)
- Lecture 23 - Deceleration & Friction (6:41)
- Lecture 24 - Animation Modifiers (8:23)
- Lecture 25 - Orientation Warping Modifier (7:28)
- Fix Collection Chapter 2 – Updates and Critical Corrections (3:04)
- Chapter 2 – Project Files Download (Ready to Start Chapter 3)
- Lecture 26 - Implementing the PlayerController in the Character Blueprint (8:55)
- Lecture 27 - Implementing the PlayerController Logic in the Controller Blueprint (19:13)
- Lecture 28 - Setting up ThirdPerson GamePlay Camera (12:15)
- Lecture 29 - Adjusting Camera Offset When Crouching (12:31)
- Lecture 30 - Adding Input Mapping Context for Camera Control (3:48)
- Lecture 31 - Camera Aiming (7:45)
- Lecture 32 - Implementing Toggle Between First and Third Person View (11:14)
- Lecture 33 - Adjusting Camera Collision and Renaming Elements for Clarity (4:43)
- Lecture 34 - Setting Up Item DataAssets & Inventory Component (18:24)
- Lecture 35 - Adding Resource Items and Configuring Asset Loading (8:37)
- Lecture 36 - Adding Items to the Inventory and Testing Replication (25:07)
- Lecture 37 - Setting Up the UIManager and Input Handling for In-Game Menu (30:47)
- Lecture 38 - Import UI Material Lab (3:01)
- Lecture 39 - Creating Reusable TextBlock Widgets & Text Styles (31:39)
- Lecture 40 - Creating a UI Panel Material and Its Instances (10:30)
- Lecture 41 - Building a Modular UI Panel System (15:24)
- Lecture 42 – Creating a Styled and Scrollable UI Widget (5:34)
- Lecture 43 - Building Material Instances for Inventory Slot UI (11:31)
- Lecture 44 – Building the Inventory Slot Master Widget Part 1 (Designer) (15:40)
- Lecture 45 – Building the Inventory Slot Master Widget Part 2 (Blueprint) (27:20)
- Lecture 46 - Building the Inventory Slot Master Widget Part 3 (Blueprint) (14:32)
- Lecture 47 – Creating the Reusable Inventory Panel UI (5:40)
- Lecture 48 – Setting Up the Player Inventory and Slot Grid System (24:33)
- Lecture 49 – Player Inventory Integration and Menu Setup (15:32)
- Lecture 50 – Fixing Replication Timing and Debugging Invalid References (14:02)
- Lecture 51 – Runtime UI Design Adjustments Using Material Instances (3:45)
- Lecture 52 – Implementing Item Stacking in the Inventory (23:13)
- Lecture 53 - Inventory Drag & Drop – Part 1 (Visual Setup and Operation) (12:04)
- Lecture 54 - Inventory Drag & Drop – Part 2 (Slot Hover Animation) (10:06)
- Lecture 55 – Inventory Drag & Drop – Part 3 (Stack and Move Items Between Slots) (40:38)
- Lecture 56 – GameInstance Setup and Text Style Fix via Global UI Manager (25:15)
- Lecture 57 – Implementing Slot Swapping (3:50)
- Lecture 58 – Building the Inventory Weight System (17:34)
- Lecture 59 – Restricting Inventory Items with Allowed Types (9:38)
- Lecture 60 – Inventory Sorting System Part 1 (String-Based Sort Selection) (14:10)
- Lecture 61 – Inventory Sorting System Part 2 (Numeric Sorting & Execution Logic) (22:50)
- Lecture 62 – Inventory Sorting System Part 3 (Widget Integration & Runtime Setup) (15:45)
- Lecture 63 – Subtracting Items from Inventory (12:07)
- Lecture 64 – Creating the Blur Background for the In-Game UI (12:47)
- Lecture 65 – Setting Up the Tab Navigation System for the Ingame Menu (26:51)
- Lecture 66 – Building the Item Pickup Notification Widget (14:55)
- Lecture 67 – Integrating the Item Pickup Notification into the HUD (12:28)
- Lecture 68 - Refactoring Text Style Handling – Centralized ApplyStyle Function (7:09)
- Lecture 69 – Expand Numeric Widget with Rounding, Units, and Text Style Controls (10:38)
- Lecture 70 – Building a Flexible Tooltip for Item Slots (Designer) (13:52)
- Lecture 71 – Building a Flexible Tooltip for Item Slots (Blueprint Logic) (13:37)
- Lecture 72 – Inventory Bug Fixes, Asset Redirection Management & Cleanup (12:29)
Course Outline
Chapter 1 – Getting Started
Foundations, project setup, and an introduction to Unreal Engine
Chapter 2 – Motion Matching Overview Preview & Setting up basic Animation Blueprint
Implementation of realistic animations and movement systems
Chapter 3 – Player Controller & Game Camera Adjust Camera Collision
Input control and camera system for a dynamic game world
Chapter 4 – Inventory System & User Interface Preview Inventory Weight System
Construction of the inventory framework and user interface design
Chapter 5 – Hotbar & Equip System
Setting up quick-access hotbars and basic equipment management for the player
Coomin soon...
Chapter 6 – Character Attributes & Base States
Managing core player values such as health, stamina, and hunger based on Unreal’s Player States, with HUD integration
Chapter 7 – Player Ability System
Implementing special abilities using Gameplay Effects and Tags that rely on character attributes
Chapter 8 – Harvesting & Resource Gathering
Mechanics for collecting and harvesting resources from the game world
Chapter 9 – Crafting & Item Creation
Turning gathered resources into items, weapons, and tools
Chapter 10 – Building & Construction System
Developing systems for constructing structures and laying foundations for advanced features
Chapter 11 – Storage System
Integrating storage options, forging, cooking, etc, as an extension of the building system
Chapter 12 – MetaHuman Integration
Adding and customizing the playable character using MetaHuman technology
Chapter 13 – Armor Equipables
Implementing armor systems and equipment options for the character
Chapter 14 – Weapon Systems
Building a comprehensive combat system that covers various weapon types
Chapter 15 – Tribes / Clans System
Mechanics for forming and managing groups or clans within the game
Chapter 16 – Chat System
Implementing an in-game chat for social interaction among players
Chapter 17 – Open World Map Building
Creating the open world map and establishing a foundational layout for navigation
Chapter 18 – Procedural Foliage
Automatic generation and placement of vegetation and landscape elements
Chapter 19 – NPC & AI System
Integrating animals and NPCs with sophisticated AI behavior
Chapter 20 – Player Minimap & Compass
Providing visual navigation tools to help players orient themselves in the game world
Chapter 21 – Save / Load System
Developing systems for saving game progress and loading saved data
Chapter 22 – Steam/Epic Sessions & Frontend Widgets
Integration of online session management and frontend user interface widgets
Chapter 23 – Dedicated Server Setup & Hosting
Setting up and configuring dedicated servers for multiplayer gameplay
Notice: This course is currently in Early Access. Chapters and content may be adjusted, expanded, or updated depending on the ongoing development and community feedback.
FAQ - Frequently Asked Questions
Do I need some experience or knowledge?
This course is suitable for both beginners and advanced users. However, some basic understanding of Unreal Engine is required, such as knowing what Blueprints are and being familiar with the general layout of the Unreal Editor. If you are a complete beginner, there are many great free tutorials available on YouTube to help you get started before diving into this course.
Are subtitles available for each lecture?
All current chapters include English subtitles. Additional subtitle languages can be added upon request. These are not simple translations, they are carefully written to retain all Unreal Engine terminology, function names, and editor-specific terms in English, ensuring the subtitles align perfectly with the engine and make sense no matter the language.
Is the course finished or still in development?
This course is currently in Early Access, meaning new lectures and features are actively being developed and added on a regular basis. The course will be considered complete once over 23 fully structured chapters have been published, or once the instructor officially defines the course scope as complete. As an Early Access student, you benefit from lifetime access to all future updates, additions, and improvements.
Can I publish or sell the game I create during the course?
Yes, you are free to publish or sell the game you build during this course. However, it is highly recommended that you use the knowledge gained to develop your own unique project—with custom assets, design, and gameplay—to ensure your game stands out and avoids duplication. Please note that you are not allowed to sell or distribute the original course project files or any part of the course content itself.
What is your refund policy?
All refunds are handled in accordance with Teachable’s official refund policy. You may request a refund within 15 days of purchase by contacting Teachable support directly. Please note that refund requests made after this 15-day window cannot be accepted, and no exceptions will be made.
Can I download or watch the lectures offline?
At this time, downloading lectures for offline viewing is not supported, primarily due to concerns around content protection and piracy. However, you will receive lifetime access to the entire course, including all future updates, as long as you have an internet connection. This ensures the course remains secure while still giving you full access anytime, anywhere online.
Will I get access to the full completed project?
By enrolling in this course, you are gaining access to the full step-by-step process of building the Multiplayer Survival Game from scratch. However, the complete finished project as a standalone download is not included in this purchase. It will be made available separately at a later time as an optional product.
What if I encounter bugs during the course?
Bugs are a natural part of game development and are to be expected, even in the game we build together throughout this course. While the course does not aim to deliver a perfectly bug-free experience, it places a strong emphasis on understanding, identifying, and solving bugs through practical debugging techniques. You will learn how to approach and resolve issues just like in real development environments. Students are also encouraged to share their findings and creative solutions, turning bugs into valuable learning opportunities.