Unreal Engine 5 C++ – Advanced Action RPG by Vince Petrelli
Duration:44 hours on-demand video
Release date:2026
Publisher:Udemy
Skill level:Advanced
Language:English
Exercise files:Yes
Software:Unreal Engine 5
Course URL:https://www.udemy.com/course/unreal-engine-5-advanced-action-rpg
This is the real deal for anyone who wants to build a proper action RPG combat system in Unreal Engine 5. No fluff, no half-baked blueprints. You’ll be writing C++ from day one, using the Gameplay Ability System to create everything from a snappy melee combo system to a full boss fight with summoned minions. It’s a massive course, clocking in at over 44 hours, and it’s packed with industry-standard practices that’ll make your codebase something you’re actually proud to extend.
π― What you’ll learn
- Build a powerful melee combo system with light and heavy attacks
- Use the Gameplay Ability System (GAS) to create engaging RPG combat
- Implement advanced enemy AI with custom Behavior Tree tasks, decorators, and services
- Use the Environment Query System for smarter AI positioning and strafing
- Create directional hit reactions, rolling, blocking, and parrying mechanics
- Develop a robust target lock system for focused combat
- Design a survival game mode with wave-based enemy spawning
- Implement a full UI suite including main menu, pause menu, and win/lose screens
- Apply data-oriented design for combat stats and attributes
- Write clean, extendable C++ code following industry best practices
β Requirements
- Skills: Some basic C++ experience with Unreal Engine is required.
π Description
This course is a deep dive into building a full action RPG combat system, and it doesn’t pull any punches. You’re going to be writing a lot of C++, and you’ll be using the Gameplay Ability System as the backbone for everything. The instructor, Vince Petrelli, structures the whole thing like a real production pipeline, starting with a solid hero character setup and then layering on complexity piece by piece.
The first chunk is all about getting your hero moving and ready for combat. You’ll set up input binding with native gameplay tags and data assets, which is a clean, data-driven way to handle controls. Then you’ll jump straight into the melee combo system, combining GAS with linked animation layers to get those satisfying light and heavy attack chains. It’s not just about making the character swing an axe; you’re building a system that’s modular and easy to extend.
Once the hero can fight, the course shifts to the enemies. You’ll build out AI that doesn’t just stand there and take hits. We’re talking custom behavior tree tasks, decorators, and services, plus the Environment Query System for smarter positioning. Enemies will strafe, avoid crowds, and react to your attacks with directional hit reactions. You’ll even build a ranged enemy that keeps its distance and a boss that can summon minions mid-fight.
The later sections are where everything comes together. You’ll add special abilities with cooldowns, a rage mechanic, and a target lock system that’s handled mostly in C++. Then you’ll wrap it all up in a survival game mode with wave-based spawning, a full UI suite (main menu, pause, win/lose screens), and a loading screen. The course also covers important topics like asynchronous loading and data-oriented design, so you’re not just learning how to make a game, but how to make a game that’s performant and maintainable.
π§βπ Who this course is for
- Learners who want to build an action RPG project from scratch
- Learners who want to level up their C++ skills in Unreal Engine
- Learners who want to write clean, professional, and extendable code
π§βπ« About the Author
Vince Petrelli is an experienced game developer and educator who specializes in Unreal Engine and C++. He’s known for creating comprehensive, code-heavy courses that focus on industry-standard practices. His teaching style is direct and practical, emphasizing clean architecture and data-driven design over quick fixes. With a focus on the Gameplay Ability System, his courses are a go-to resource for developers looking to build complex, scalable combat systems.
π Final Result
- A complete, playable action RPG combat system with a hero character, multiple enemy types, and a boss fight
- A survival game mode with wave-based enemy spawning and a full game loop
- A polished UI suite including main menu, pause menu, win/lose screens, and a loading screen
- A portfolio-ready project demonstrating advanced C++ and GAS implementation in Unreal Engine 5

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