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Creating Stylish Action Games by Unreal - From Programming to Art by Eugene Rho & Eunseong Choi
Build a complete stylish action game in Unreal Engine 5, from Blueprint combat programming to characters and animation.
Learn how to make a real, playable stylish action game in Unreal Engine 5 from zero to packaged build, with a programmer and an animator showing you both sides of the pipeline – Blueprint programming, combat, AI, characters, and motion.
🎯 What you’ll learn
Build combat gameplay in Unreal Engine 5 with Blueprint – normal attacks, combos, and air combos
Create game-ready characters using Daz3D, Blender, Mixamo, VRoid Studio and Ready Player Me
Retarget, edit, and clean up animations for gameplay use
Program advanced animation systems – Blend Space, Montage, Additive, IK and Control Rig
Implement targeting, lock-on, gun and sword hit detection with effects
Build enemy AI with Behavior Trees, StateTree, and combat actions
Create ground and air combo systems with physics-based hit reactions
Add HP, birth/death, waves, Niagara sword trails, and package your game
✅ Requirements
Skills: Basic PC skills, no prior game development experience required. Helpful to know basic 3D navigation and logic thinking.
Tools: Unreal Engine 5, Blender 3.2, Daz3D with Daz to Unreal Bridge, Mixamo and free Mixamo Control Rig
Hardware: Windows PC capable of running UE5, dedicated GPU, minimum 16GB RAM, SSD with free space
📝 Description
This isn’t theory. You build two games side by side with a veteran programmer and animator. First a small shooter called Spirit Possession to get Blueprint, OOP concepts, controllers, UI, and collisions into your fingers. Then you throw that foundation straight into a full stylish action game.
The programming side is taught when you actually need it. Variables, functions, inheritance, typecasting, interfaces, and Event Dispatchers are explained inside real combat features, not in isolated lectures. You also get a Blueprint Programming Concept Theory Book that maps each idea to the exact chapter where you use it.
On the art side, you learn the indie shortcut without the cheap look. The class shows how to mix Daz3D, Blender, Mixamo, Ready Player Me, and VRoid Studio assets, optimize polygons, fix skeletons, set up IK Rig and retargeting, and bring everything into Unreal Engine 5 clean. That includes materials, cartoon shading, hair with Alembic Groom and LOD, and weapon setup.
Then comes the fun part: making it feel good. You will wire up locomotion, Blend Space, Animation Montage, Additive aim poses, dodges with Root Motion, foot IK with Control Rig, gun/sword equip and swap, auto-targeting and lock-on, hit judgments, and effects. Enemies get Behavior Trees, StateTree states, melee and ranged attacks, dash and jump attacks, defense, and hit reactions. Finally you add ground combos, air combos with physics blending, Niagara sword trails, HP, waves, and package it.
🧑🎓 Who this course is for
Solo devs or small teams who want to make an action game without a big studio
Programmers who want to understand characters and animation, and artists who want to understand Blueprint logic
Indie beginners with zero experience who want one organized pipeline instead of scattered tutorials
🧑🏫 About the Author
Eugene Rho is a game developer with around 20 years in the industry, currently an Engine Programmer at Tencent on High Energy Heroes / Apex Mobile. He previously worked as Engine Programmer Expert at NetEase Games and Perfect World, and as Gameplay and Engine Programmer at NCSOFT on titles like Aion Legions. He works daily in Unreal Engine and contributes externally as a community developer.
Eunseong Choi is an expert 3D animator with 20+ years as modeler, animator, and art director, currently Expert Animator at Tencent on projects including PUBG Mobile and SYN tech demo. He previously worked at NetEase Games on Onmyoji and Fantasy Westward Journey 3D, and at NCsoft as Art Director and Animator on Lineage and SteelDog. Together they teach the full programmer + animator workflow used in real production.
🏁 Final Result
A packaged, playable 3D stylish action game: original realistic heroine with gun and sword, ground and air combos, targeting and lock-on, multiple enemy AIs with special attacks, hit reactions, effects, HP and wave system – ready to show as portfolio and expand into your own indie title.
Curriculum
📋 Course content
SECTION 1:Analyzing Unreal Exercises
Introduction to the Class and UE5 Setup
Console Commands, UE5 Features and Performance
Third-Person Template Project and Editor Customization
Your First Blueprint Exercise and Animation Blueprint Basics
SECTION 2:Learning Basics with Exercise Game Spirit Possession
Starting from Blank Project, Background and Materials
Creating Main Character Blueprint from Scratch
Creating Enemy Characters and OOP Classes and Instances
Gun Aiming, Ray Trace Hits and Crosshair UI
Gun Effects, Delay Node, Hit Count UI and Pause Menu
Controller Swap, Class Inheritance and Typecasting
AI Controller, Functions, Cameras, Soul Pawn and Interface
Smooth Camera, Event Dispatcher, Bug Fixing and Polish
SECTION 3:Creating Character Assets
Art Direction Setup and 3D Resource Sources
Purchasing and Importing Monster Characters via Blender
Creating Humanoid Enemies in Daz3D and Daz to Unreal Plugin
Creating Casual Characters with Ready Player Me and Mixamo Rigging
Anime Characters with VRoid Studio and UE5 Retargeting
Polygon Optimization and LookDev Lighting
Character Materials, Material Layers and Cartoon Shading with Post Process
Realistic Main Character Production in Daz3D, Optimization and Auto-Rigging
Weapons, IK Rig, Alembic Groom Hair, Materials and Hair LOD and Physics
SECTION 4:Starting Animation Programming
Refactoring Soul Game Code for Action Games
Main Character Idle, Run, Evade and 8-Direction Motion Editing
Root Motion Setup and Blender Motion Edits
Gun Aim Poses and 9-Direction Poses, Jump Loop and Landing Split
Animation Thread, Multithreading and Performance
Landing Actions with State Machine and Debugging
Strafe with Blend Space, Foot Sliding Fixes
Forward Aim, Target Aim with Additive and Bone IK, Dodge with Montage and Root Motion