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Unreal Engine 5.8 C++ Multiplayer First Person Shooter by Stephen Ulibarri

Unreal Engine 5.8 C++ Multiplayer First Person Shooter by Stephen Ulibarri

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Author:Stephen Ulibarri

Duration:20 hours on-demand video

Actual Duration:19h 58m

Release date:2026, July 6

Publisher:Udemy

Skill level:Advanced

Language:English

Exercise files:Yes

Software:Unreal Engine 5.8

Course URL:https://www.udemy.com/course/ue5-first-person-shooter/

Build a fully-functional, multiplayer FPS from scratch in Unreal Engine 5.8 using a data-driven architecture and industry best practices.

Build a complete, multiplayer First-Person Shooter from the ground up in Unreal Engine 5.8. This course focuses on a data-driven approach, using Data Assets and Gameplay Tags to create a modular, scalable project that works for both competitive AAA titles and small indie games. You’ll learn to program with SOLID design principles, ensuring your code is clean, maintainable, and ready for extension.

🎯 What you’ll learn

  • Create a fully-functional, multiplayer First Person Shooter game in Unreal Engine 5.8
  • Implement multiplayer shooter gameplay that works on Dedicated and Listen Servers
  • Program with a data-driven approach, making use of Data Assets and Gameplay Tags for modular architecture
  • Create a solid gameplay framework that adheres to software best practices

✅ Requirements

  • Skills: Experience creating C++ projects in Unreal Engine
  • Tools: A code editor (Visual Studio or Rider)
  • Hardware: A PC capable of running Unreal Engine 5.8

📝 Description

This isn’t just another FPS tutorial. It’s a deep dive into building a scalable, multiplayer shooter using a data-driven architecture. Forget hardcoding values; you’ll learn to use Data Assets and Gameplay Tags to define everything from weapon stats to animation montages. This means you can add new weapons, ammo types, or even entire gameplay mechanics by simply creating new data assets, without touching a single line of C++ code.

The course covers the full multiplayer stack. You’ll implement Client-Side Prediction for ammo, ensuring a responsive feel even with network latency. You’ll build a robust weapon inventory system with cycling, a dynamic reticle that reacts to aiming and targeting, and a full health/damage system with respawning. The project is built to work on Dedicated Servers, Listen Servers, and in single-player mode.

Stephen Ulibarri brings over a decade of professional Unreal Engine experience, including work on surgical simulations. He structures the code around SOLID principles, making it a fantastic example of professional game development. An asset pack with all meshes, animations, and sounds is included, so you can focus entirely on the code.

🧑‍🎓 Who this course is for

  • Unreal Engine developers who are ready to learn multiplayer shooter development
  • Devs who want to understand the nuances of competitive, multiplayer gameplay
  • Devs who want to make and publish their own shooter games
  • Industry professionals who want to sharpen their multiplayer programming skills

🧑‍🏫 About the Author

Stephen Ulibarri is a professional game developer with a background in Chemical Engineering and a passion for programming. He has professional industry experience in surgical simulations and has authored a book on Unreal Engine C++ titled “Unreal Engine C++ The Ultimate Developers Handbook.” He runs the Druid Mechanics online community, where students share their progress and projects.

🏁 Final Result

  • A fully-functional, multiplayer First Person Shooter game project with a modular, data-driven architecture.
  • A weapon system with cycling, reloading, and ammo management.
  • A complete HUD with health, ammo, and dynamic reticles.
  • A scoring system with special elimination events (e.g., First Blood, Showstopper, Elim Streak).
Curriculum

📋 Course content

  1. Module 1: Project Setup & Core Systems
    • Project Setup9:28
    • Shooter Character19:46
    • Shooter Game Mode7:24
    • Shooter Enhanced Input8:22
    • Shooter Player Controller26:45
    • Section 1 Quiz
  2. Module 2: Combat & Weapons
    • Combat Component5:12
    • Combat Inputs8:04
    • Combat Callbacks16:42
    • Weapon17:30
    • Weapon Type9:31
    • Weapon Data8:02
    • Player Interface8:39
    • Spawn Weapon13:04
    • Weapon Attachment15:58
    • Inventory7:35
    • Current Weapon9:17
    • Section 2 Quiz
  3. Module 3: Animation Systems
    • Animation Data19:28
    • Animation Blueprints24:18
    • Aiming16:28
    • Aim Field of View15:15
    • Aim Offsets8:04
    • Base Aim Rotation13:01
    • FABRIK18:24
    • Turn in Place Planning17:17
    • Turn in Place Coding25:12
    • Ground Standing19:06
    • Ground Crouching8:47
    • Orientation Warping12:44
    • Ground with Jumps9:23
    • Section 3 Quiz
  4. Module 4: Weapon Firing & Effects
    • Montage Data14:44
    • Fire Weapon19:05
    • Weapon Trace25:02
    • Fire Effects12:01
    • Weapon Fire Cosmetics21:25
    • Impact Cosmetics10:40
    • Decal Cosmetics4:52
    • Weapon Sounds and Montages5:39
    • Automatic Fire11:34
    • Section 4 Quiz
  5. Module 5: UI & Client-Side Prediction
    • Client-Side Prediction11:52
    • Ammo20:21
    • Shooter UI10:37
    • Shooter Reticle18:58
    • Weapon Dynamic Material Instances22:35
    • Using Dynamic Materials16:08
    • Setting Ammo Counter Rounds8:09
    • On Round Fired6:02
    • Reticle Params20:02
    • Aim Factors13:00
    • Targeting Player14:38
    • Targeting Player Factor11:28
    • Section 5 Quiz
  6. Module 6: Weapon Cycling & Inventory
    • Reserve Ammo13:40
    • Reserve Ammo Widget17:41
    • Reserve Ammo Widget Blueprint6:38
    • Weapon Icon8:43
    • Initiate Cycle Weapon16:15
    • Playing Equip Montages17:55
    • Cycle Weapon Notify and Blend Out10:18
    • Swapping Weapons13:43
    • Cycling UI Updates5:46
    • Section 6 Quiz
  7. Module 7: Reloading & Ammo Pickups
    • Nerfing Spammers5:41
    • Reload Montages14:04
    • Reload Notify15:58
    • Automatic Reload7:44
    • Add Ammo8:50
    • Ammo Pickups7:50
    • Ammo Pickup Functionality18:58
    • Section 7 Quiz
  8. Module 8: Damage, Health & Death
    • Do Damage3:39
    • Hit Reacts9:55
    • Health Component16:56
    • Health Bar19:43
    • Player Death15:18
    • Death Effects4:27
    • Death Cubes17:47
    • Spawn Effects2:50
    • Respawning10:26
    • Player Starts3:49
    • Section 8 Quiz
  9. Module 9: Scoring & Special Eliminations
    • Awky Pose6:21
    • Shooter Player State16:20
    • Elimination Component9:20
    • Reporting Rounds8:43
    • Processing Eliminations9:19
    • Planning Special Eliminations3:21
    • Every Last Bit9:55
    • Flipping Bits7:24
    • Sequential Eliminations7:18
    • Elim Streaks13:49
    • First Blood6:49
    • Leader Status12:55
    • Update Leader Status9:21
    • Informing the Client7:28
    • Special Elim Widget10:52
    • Special Elim Widget Blueprint9:09
    • Special Elim Data8:50
    • Lost the Lead7:41
    • Decoding the Bitmask7:02
    • Special Eliminations18:39
    • Score Widget9:40
    • Score Widget Blueprint6:11
    • Section 9 Quiz
  10. Module 10: Bonus
    • Bonus Lecture0:24
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Unreal Engine 5.8 C++ Multiplayer First Person Shooter by Stephen Ulibarri
NAME
SIZEDURATION
1 – Introduction
107.3 MB1h 11m
2 – Core Classes
177.1 MB1h 59m
7 – Reloading Weapons
151.3 MB1h 19m
8 – Damage
212.7 MB1h 44m

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