Unreal Engine Blueprints-Advanced Gameplay and Logic Systems
About this course
Design and implement a complete 2D-style arcade shooter in Unreal Engine using Blueprints—without writing C++ code. This project-based course guides you through building reusable gameplay systems while developing practical Blueprint scripting skills used in arcade game development. You'll begin by creating interactive lighting systems, configuring player input, and building reusable wall Blueprints. As you progress, you'll organize Blueprint classes with Structs and Enums, develop scalable execution logic, and use Arrays and loop structures to automate gameplay behaviors. In the final module, you'll bring everything together by creating an arcade shooter with player controls, fixed camera systems, asteroid behaviors, collision and damage logic, actor spawning, health management, destruction events, and material effects. Designed for aspiring game developers, game designers, and technical artists, this course emphasizes modular Blueprint design, reusable gameplay mechanics, and data-driven development. Each module builds on the previous one, helping you apply Unreal Engine Blueprint concepts through a structured, hands-on project. By the end of the course, you'll be able to create reusable Blueprint classes, implement flow control with loops and conditional logic, design flexible actor behaviors using inheritance and editable properties, build responsive gameplay systems, and evaluate game mechanics for performance and responsiveness. If you want practical experience developing gameplay systems in Unreal Engine Blueprints, this course provides a focused, project-driven learning experience.
74/100
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- What the provider tells you
- 38/45
- Who stands behind it
- 20/35
- How complete the listing is
- 16/20
Scores how much the provider publishes and who stands behind it — not how well it is taught.
What you'll learn
- create reusable Blueprint classes
- implement flow control with loops and conditional logic
- design flexible actor behaviors using inheritance and editable properties
- build responsive gameplay systems
- evaluate game mechanics for performance and responsiveness
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