riversongs Posted March 12 Report Share Posted March 12 Free Download Unreal Engine 5 Survival Framework - Multiplayer Game DevPublished: 3/2025MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHzLanguage: English | Size: 48.58 GB | Duration: 31h 54mBuild a multiplayer survival framework using Blueprints, networking, and modular design in Unreal Engine 5.What you'll learnGame Architecture & Setup - Learn how to properly structure a multiplayer survival game, from initial project setup to core gameplay mechanics.Blueprint Visual Scripting - Master Unreal Engine's powerful visual scripting system, including functions, macros, interfaces, and variables.Multiplayer & Networking - Implement multiplayer features using Unreal Engine's networking system, ensuring seamless online gameplay.Game Optimization & Performance - Improve game efficiency by optimizing Blueprints, assets, and networking components.Quizzes - Test your knowledge with engaging quizzes.Comprehensive Gameplay Systems - Implement crucial features likeLocomotion & Movement - Smooth player movement and navigation.Footstep System - Dynamic sound effects based on terrain.Menu & UI - Create intuitive interfaces for seamless user experience.Interaction System - Implement mechanics for object interaction.Replication Subsystem - Ensure smooth multiplayer synchronization.Survival Mechanics & Progression - Develop essential survival game featuresAttribute Manager - Manage player stats like health, stamina, and hunger.Respawn System - Handle player deaths and respawning mechanics.Inventory System - Implement an organized inventory for item management.Crafting & Equipment - Build crafting mechanics and equipable gear.Building System - Allow players to construct structures in the world.Combat & AI - Enhance your survival game withCombat Framework - Develop engaging combat mechanics.Ragdoll System - Add realistic physics-based character reactions.Basic AI - Create intelligent NPC behaviors for immersive gameplay.Environmental Interaction & Gameplay Depth - Add engaging world interactionsChoppable Trees - Implement resource gathering through environmental destruction.RequirementsAble to listen and read in EnglishA PC that can run UE5It is assumed that you have a basic understanding of Unreal Engine 5 and programming experience. If not, please check out the UE5 Basics Course.DescriptionMaster Multiplayer Survival Game Development in Unreal Engine 5Do you want to create your own multiplayer survival game? This course will guide you through every step of the process, from designing the game structure to implementing complex mechanics using Unreal Engine 5's Blueprint system. Whether you're a beginner or an experienced developer looking to enhance your skills, this course will provide you with the knowledge and tools to build a fully functional multiplayer survival game.What You'll LearnGame Architecture & Setup - Learn how to properly structure a multiplayer survival game, from initial project setup to core gameplay mechanics.Blueprint Visual Scripting - Master Unreal Engine's powerful visual scripting system, including functions, macros, interfaces, and variables.Multiplayer & Networking - Implement multiplayer features using Unreal Engine's networking system, ensuring seamless online gameplay.Game Optimization & Performance - Improve game efficiency by optimizing Blueprints, assets, and networking components.Quizzes - Test your knowledge with engaging quizzes.Comprehensive Gameplay Systems - Implement crucial features like:Locomotion & Movement - Smooth player movement and navigation.Footstep System - Dynamic sound effects based on terrain.Menu & UI - Create intuitive interfaces for seamless user experience.Interaction System - Implement mechanics for object interaction.Replication Subsystem - Ensure smooth multiplayer synchronization.Survival Mechanics & Progression - Develop essential survival game features:Attribute Manager - Manage player stats like health, stamina, and hunger.Respawn System - Handle player deaths and respawning mechanics.Inventory System - Implement an organized inventory for item management.Crafting & Equipment - Build crafting mechanics and equipable gear.Building System - Allow players to construct structures in the world.Combat & AI - Enhance your survival game with:Combat Framework - Develop engaging combat mechanics.Ragdoll System - Add realistic physics-based character reactions.Basic AI - Create intelligent NPC behaviors for immersive gameplay.Environmental Interaction & Gameplay Depth - Add engaging world interactions:Choppable Trees - Implement resource gathering through environmental destruction.By covering all these essential survival game elements, you'll gain the skills to create a fully functional multiplayer survival experience in Unreal Engine 5.Why Take This Course?Best Modular Approach - Learn how to develop a structured, modular survival game that allows for easy expansion and flexibility. Build only the components you need for an efficient development process.High-Quality, Organized Code - Avoid spaghetti code. This course emphasizes well-structured, clear Blueprints and a segmented approach to game development, making it easy to manage and scale.Proven Track Record - Built upon industry best practices, the techniques taught in this course reflect a reliable and adaptable development approach used by professionals.Robust & Reliable Systems - Gain insights into designing game mechanics with flexibility, maintainability, scalability, compatibility, usability, and performance in mind.Hands-On Learning with Real-World Applications - Apply everything you learn directly to a real multiplayer survival game project.This course is designed to be accessible yet in-depth, making it ideal for both newcomers and those looking to refine their Unreal Engine skills. By the end of this course, you will have a strong, modular, and scalable foundation for your multiplayer survival game, ready to expand and refine.Join now and start building your own multiplayer survival game today!Greetings,Eric RutsCompany Lead of Games by HyperOverviewSection 1: Getting StartedLecture 1 Introduction - ScopeLecture 2 Introduction - Course OutlineLecture 3 Introduction - Example ProjectLecture 4 Introduction - Who am ISection 2: ArchitectureLecture 5 IntroLecture 6 SystemsLecture 7 Data flowLecture 8 Abstract Classes and Dynamic Dispatching - IntroLecture 9 Abstract Classes and Dynamic Dispatching - Use of Macros to access Abstract CompLecture 10 Abstract Classes and Dynamic Dispatching - Generic ExplanationLecture 11 Abstract Classes and Dynamic Dispatching - Use of Macros to access Abstract CompSection 3: Project SetupLecture 12 IntroLecture 13 Create ProjectLecture 14 Settings - Engine SettingsLecture 15 Settings - Project SettingsLecture 16 Settings - PluginsLecture 17 Settings - Refresh All NodesLecture 18 Custom ClassesSection 4: MapLecture 19 IntroLecture 20 Intro - Result of this chapterLecture 21 Landscape - Add LandscapeLecture 22 Landscape - Heightmap GeneratorsLecture 23 Landscape - Importing HeightmapLecture 24 Landscape - Centering the mapLecture 25 Auto Landscape Material - IntroLecture 26 Auto Landscape Material - FoldersLecture 27 Auto Landscape Material - Slope MaskLecture 28 Auto Landscape Material - BlendOnHeightLecture 29 Auto Landscape Material - Macro VariationLecture 30 Auto Landscape Material - Material MasterLecture 31 Auto Landscape Material - Getting Meshes and MaterialsLecture 32 Auto Landscape Material - Finalizing Landscape Master MaterialLecture 33 Auto Landscape Material - Adding Grass FoliageLecture 34 Auto Landscape Material - OutroLecture 35 Ambiance - Post process Lightning Fog Clouds SkylightLecture 36 Water - Adding Water VolumeLecture 37 Example Assets - SourcesLecture 38 Example Assets - Placing AssetsLecture 39 Example Assets - Background SoundSection 5: LocomotionLecture 40 IntroLecture 41 Intro - Result of this chapterLecture 42 Character - Importing Custom CharacterLecture 43 Character - Drive Animation of Default UE CharacterLecture 44 Extended Movement Component - IntroLecture 45 Extended Movement Component - Creating Input Mappings and Input ActionsLecture 46 Extended Movement Component - Creating the InputMapping function and Actor CompoLecture 47 Extended Movement Component - Adding Disable Movement BooleanLecture 48 Extended Movement Component - Montages and Animation SequencesLecture 49 Sources - Mixamo Lyra and MoreSection 6: Dynamic Footstep SystemLecture 50 IntroLecture 51 Intro - Result of this chapterLecture 52 Preparations - Physical SurfacesLecture 53 Preparations - SoundsLecture 54 Animation NotifyLecture 55 Footstep Component - Preparing Footstep ComponentLecture 56 Footstep Component - Trace functionLecture 57 Footstep Component - Spawn SoundLecture 58 Landscape Physical Material OutputSection 7: MenuLecture 59 IntroLecture 60 Intro - Result of this chapterLecture 61 Preparations - Plugin and UI FilesLecture 62 Preparations - Button and Text StylesLecture 63 Preparations - Menu Map and adding UILecture 64 Preparations - Open In-Game MenuLecture 65 Reuseable Widgets - ButtonsLecture 66 Reuseable Widgets - Confirm DialogueLecture 67 Main Menu - Setting WidgetLecture 68 Main Menu - OptionsLecture 69 Main Menu - Main Menu WidgetLecture 70 Main Menu - In-Game Menu WidgetSection 8: Replication SubsystemLecture 71 IntroLecture 72 Intro - Result of this chapterLecture 73 Replication Component - AnimationLecture 74 Replication Component - SoundSection 9: Interaction SystemLecture 75 IntroLecture 76 Intro - Result of this chapterLecture 77 Preparations - Creating the ComponentsLecture 78 Preparations - Custom Collision ChannelLecture 79 Preparations - Interact InterfaceLecture 80 Preparations - Example Interaction ObjectsLecture 81 Preparation - Interaction Input MappingLecture 82 Interaction Component - Interaction TraceLecture 83 Interaction Component - Interaction Trace FunctionLecture 84 Interaction Component - Turning on Off LightsLecture 85 Interaction Component - Try Interact Function and finishing upSection 10: Attribute ManagerLecture 86 IntroLecture 87 Intro - Result of this chapterLecture 88 Preparations - Creating Attribute Components and set VariablesLecture 89 Preparations - Component MacroLecture 90 UI - ProgressbarLecture 91 UI - Progressbars in HUDLecture 92 UI - Bind Values from component to UILecture 93 Update Non Persistent Attributes - Change by AmountLecture 94 Update Non Persistent Attributes - On Change Health Hydration and FoodLecture 95 Update Non Persistent Attributes - On DamageLecture 96 Update Non Persistent Attributes - Update on TimerSection 11: Ragdoll SystemLecture 97 IntroLecture 98 Intro - Result of this chapterLecture 99 Preparations - Creating Components and set VariablesLecture 100 Ragdolling - Set to RagdollLecture 101 Ragdolling - On Die RagdollSection 12: RespawnLecture 102 IntroLecture 103 Intro - Result of this chapterLecture 104 Preparations - Creating ComponentsLecture 105 Implementation - Respawn LocationLecture 106 Implementation - Respawn HandlerLecture 107 Implementation - ReinitializeLecture 108 Implementation - Respawn Basic and testingSection 13: InventoryLecture 109 IntroLecture 110 Intro - Result of this chapterLecture 111 Architecture - UILecture 112 Architecture - DatamodelLecture 113 Architecture - FunctionsLecture 114 Preparations - Components and MacrosLecture 115 Preparations - DatamodelLecture 116 Preparations - Get Item Info from Inventory SlotLecture 117 Preparations - Filling in the datatableLecture 118 Pickup Master - Creating and implementing Pickup MasterLecture 119 UI - PreparationsLecture 120 UI - Inventory PanelLecture 121 UI - Inventory SlotLecture 122 UI - Adding slots to Inventory Grid and initializeLecture 123 Inventory Functions - IntroLecture 124 Inventory Functions - Try Add Item to Inventory AutomaticallyLecture 125 Inventory Functions - Drag and Drop - Move item to slot indexLecture 126 Inventory Functions - Update UILecture 127 Inventory Functions - Inventory Action - ConsumeLecture 128 Inventory Functions - Inventory Action - DropLecture 129 Inventory Functions - Inventory ReplicationLecture 130 Interact Location - Storage Chest PreparationLecture 131 Interact Location - Storage Chest UILecture 132 Interact Location - Closing UI and testing replicationLecture 133 Outro - RecapSection 14: CraftingLecture 134 IntroLecture 135 Intro - Result of this chapterLecture 136 ArchitectureLecture 137 Preparations - Components Macros and DatamodelLecture 138 UI - Crafting Panel List and Recipe SlotLecture 139 UI - Generating Crafting Recipe SlotsLecture 140 UI - Crafting ProgressbarLecture 141 Functions - Crafting Base LogicLecture 142 Functions - Whole array of items can be found in inventoryLecture 143 Functions - Remove items automaticallyLecture 144 Functions - DebuggingLecture 145 Replication - Set variables to replicateLecture 146 RecapSection 15: EquipmentLecture 147 IntroLecture 148 Intro - Result of this chapterLecture 149 Architecture - Datamodel and functionsLecture 150 Preparations - Components and MacrosLecture 151 Preparations - DatamodelLecture 152 UI - Equipment SlotLecture 153 Equipment Functions - Get Equipment info from inventory slotLecture 154 Equipment Functions - EquipLecture 155 Equipment Functions - Equip VisuallyLecture 156 Equipment Functions - UnequipLecture 157 Equipment Functions - Excecute Action on EquipmentLecture 158 Equipment Functions - Equip on drop Equipment slotLecture 159 ReplicationSection 16: CombatLecture 160 IntroLecture 161 Intro - Result of this chapterLecture 162 ArchitectureLecture 163 Architecture - Components and MacrosLecture 164 Combat Functions - Melee AnimationLecture 165 Combat Functions - Anim NotifyLecture 166 Combat Functions - Try Apply Melee DamageSection 17: TreecuttingLecture 167 IntroLecture 168 Intro - Result of this chapterLecture 169 Architecture - Setting up and introductionLecture 170 Treecutting Functions - Material Offset MaskLecture 171 Treecutting Functions - InitializationLecture 172 Treecutting Functions - On Damage apply maskLecture 173 Treecutting Functions - Process Hit - Apply Hit and Adapt MaskLecture 174 Treecutting Functions - Process Hit - Split TreeLecture 175 Finishing Up - Mask adaption Placement in the world and ReplicationLecture 176 Finishing Up - Spawn Hit Sounds and Fall SoundSection 18: Building SystemLecture 177 IntroLecture 178 Intro - Result of this chapterLecture 179 Architecture - Core PrinciplesLecture 180 Architecture - DatamodelLecture 181 Architecture - FunctionsLecture 182 Preparations - Components Blueprints and MacrosLecture 183 Preparations - DatamodelLecture 184 Preparations - Filling in DatamodelLecture 185 Preparations - Configure Modular BuildablesLecture 186 Preparations - Craft and Try place buildableLecture 187 Building Functions - Start and Stop BuildmodeLecture 188 Building Functions - Trace Build LocationLecture 189 Building Functions - Spawn BuildableLecture 190 Building Functions - Detect Snapping PointsLecture 191 Building Functions - Check for OverlapLecture 192 Building Functions - Close UI after start buildmodeLecture 193 OutroSection 19: Basic AILecture 194 IntroLecture 195 Intro - Result of this chapterLecture 196 Preparations - Files and ABPLecture 197 Preparations - Setting up the AI Architecture - BB BT AIC and CharLecture 198 Preparations - Setting Blackboard ValuesLecture 199 Implementation - Creating behaviour treeLecture 200 Implementation - Attack and Finishing upSection 20: Finshing UpLecture 201 Extras - Chests Actor Foliage Die in Water Initial EquipmentIntermediates which would like to get a refresher and learn tips and tricks which they probably did not know off.,Aspiring Game Developers,Game developers whom want 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