Unreal Engine Learning Resources
Reading Time: 7 minutesYou’ve stumbled upon my collection of Unreal Engine resources and tutorials created by people from the Unreal Engine community. These are resources I sought out and stumbled upon while learning and creating with Unreal for the past few years.
Check out the Game Development Resource Page!
Getting Started
- C++ Complete Guide – Tom Looman
[Read] Comprehensive reference guide for Unreal Engine C++. - Hands-on gameplay intro to Unreal Engine C++ – Tom Looman
[Watch] Expects some prior programming skills in other languages or C++. - The Unreal Masterclass – Course by Unreal Sensei
[Course – Affiliate] Comprehensive course of 50+ hours to learn a wide variety of core Unreal skills. - Epic’s Online Learning Platform
[Watch] Official Unreal Engine course platform with video courses available for free! - BeginPlay (Epic Games Series)
[Watch] BeginPlay, a constantly evolving survey of Unreal Engine’s features. - Getting Started Series by Tommy Tran
[Read] Detailed getting started guide covering a variety of core topics. - 27 Step Crash Course – World of Level Design
[Read] Getting Started guide from the perspective of level designers. - UE Tips & Best Practices
[Read] Collection of Tips & Tricks from an AAA Unreal Dev.
New in Unreal Engine 5
- Unreal Engine 5 Guided Tour – Epic Games
[Watch] Chris Murphy shows us a quick overview of some of Unreal 5.0’s new features in the editor. - Lyra Starter Game Overview – Epic Games
[Watch] Overview of the new Lyra game that ships with 5.0 and showcases its modular design. - Large Numbers of Entities with Mass – Epic Games
[Watch] Mass Frameworks uses ECS-style programming to allow massive amounts of entities to be processed efficiently. - Unreal Engine 5 Masterclass – Course by Unreal Sensei
[Course – Affiliate] Comprehensive course of 50+ hours to learn a wide variety of core Unreal 5 skills. - Lumen brings real-time global illumination to Fortnite Battle Royale – Epic Games
[Read] Insightful details on how 5.1 further improves Lumen with specific examples from Fortnite. - Bringing Nanite to Fortnite Battle Royale – Epic Games
[Read] More details on 5.1’s improvements in Fortnite, this time about Nanite performance. - Virtual Shadow Maps in Fortnite Battle Royale – Epic Games
[Read] Another insightful article about VSM improvements and optimizations available in UE 5.1.
For Unity Developers
- So You’re moving to Unreal
[Read] Joe Wintergreen’s page dedicated to converting from Unity to Unreal. - Unreal Engine for Unity Developers – Epic Games
[Read] Absolutely worth a read to understand the differences and similarities before heading out on your own. - C++ Complete Guide – Tom Looman
[Read] Comprehensive reference guide for Unreal Engine C++. Read it, Bookmark it and use it as reference. - Unreal Gameplay Framework Guide for C++ – Tom Looman
[Read] Unreal has a built-in Gameplay Framework which you really should be using. It’s important to understand the core classes and their purpose. - Things I wish I knew coming to Unreal from Unity – BenUI
[Read] Some transition tips from BenUI.
Programming (C++)
- C++ Complete Guide
[Read] Comprehensive reference guide for Unreal Engine C++. - Unreal Engine C++ Pro Course
[Course] Unreal Engine C++ Course for those looking to start or improve their C++ skills. Taught at Stanford University - Laura’s C++ Speedrun (NEW)
[Read] Good list of things to be aware of when starting out in Unreal’s C++ environment. Assumes C++ knowledge, just touching on the Unreal specifics. - Why C++ In Unreal Engine Isn’t That Scary?
[Read] “Working with C++ in Unreal Engine might be much easier than you think. It’s halfway to the simplicity of custom scripting language.” - Epic Coding Standard
[Read] Standards and conventions used by Epic Games in the Unreal Engine 4 codebase. - Balancing C++ & Blueprint
[Read] Epic’s take on combining C++ and Blueprint into your project architecture. - Unreal Engine Build Tool Guide
[Watch] Reuben Ward on “UBT” and how Unreal sits on top of C++. Great to get a deeper understanding of how C++ & Unreal work together. - Async Framework
[Read] Old forum post introducing ASync<T> and Future<T> for starting asynchronous tasks. Splash Damage’s GitHub has a Futures Extension that may be of value. - Visual Assist (Plugin) Top 10 Hotkeys
[Read] Great productivity utilities and hotkeys you’ll most often use for VAX. - C++ Tutorial Collection (GitHub)
[GitHub] Variety of open source C++ tutorials by Orfeasal - Modules In-depth (Plugins)
[Watch] The most in-depth video I’ve seen about Modules (also known as Plugins). - Programming Subsystems (Live Epic Games)
[Watch] Livestream from Epic on programming with Subsystems in C++. - A Better UE_LOG
[Read] A neat blog on improving the workflow for logging in C++.
Blueprint
- Blueprints vs. C++: How They Fit Together and Why You Should Use Both
[Watch] Finally a good look at comparing Blueprint and C++ and how they work together. - BlueprintUE
[Tool] Easily post Blueprint snippets online. Pretty much Pastebin for Blueprint.
UMG & Slate
- Advanced Text Styling with Rich Text Block
[Read] Official blog on the power of Rich Text Block. - Connect C++ to UMG Blueprints with BindWidget
[Read] Bindwidget is useful for C++ base widget classes to extend in UMG. - Common UI Introduction
[Read] “Common UI” is a new built-in framework containing common functionality for UI extending basic widgets like Buttons, Text, etc.
Performance & Profiling
- Debugging & Optimizing Memory
[Read] Official blog post on “memreport” and reference viewer. - Unreal Art Optimization
[Read] Many chapters on profiling and optimizing your game. - Aggregating Ticks to Manage Scale in Sea of Thieves
[Watch] One of my favorites from Unreal Fest, show-casing techniques to improve CPU performance. - Asset Reduction Tools and Optimization Tips for Load Times and GC
[Read] Written form of the Unreal Fest 2018 presentation showing off many useful tips and tricks for optimizing your assets. - Reducing Input lag “Low Latency Frame Syncing”
[Read] Modifies the way thread syncing is performed to greatly reduce input latency. - Shader Performance Measurement (why Instruction Count is unreliable)
[Watch] Ben Cloward explains why Unreal’s Shader Instruction Count is an unreliable way to measure shader performance. - Shadow Optimization – Proxy Shadows
[Read] UDN Article (Licensees only) Example of creating cheap (merged) meshes to act as shadow proxies. - Optimizing The Medieval Game Environment
[Watch/Read] “Take a look back at Matt Oztalay’s series of talks on how he and the team at Quixel optimized the Medieval Game Environment.“ - Expert’s Guide To Unreal Engine Performance
[Read] List style article with brief insights into different considerations to make to reach your target framerates.
Materials (Shaders)
- Shader Performance Measurement (Instruction Count)
[Watch] Ben Cloward explains 3 reasons why instruction count is an unreliable method of judging the performance of a shader. - Understanding Shader Permutations
[Read] UDN Article (Licensees only) Understanding shader permutations is essential for workflow and runtime performance. - Your Guide to Texture Compression
[Read] It’s important to know some basics about texture compression and how it affects performance and visuals, this guide with help you with exactly that. - Understanding BCn Texture Compression Formats
[Read] I absolutely love this insight into BC texture formats as it helps demystify their differences.
Tech Art
- Creating the Art of ABZU
[Watch] Insightful tech talk on underwater (rendering) tricks used for fish, kelp, level design, etc. - Unreal’s Rendering Passes
[Read] A deep dive into how and when a frame is rendered in Unreal’s Deferred Rendering pipeline. - HLSL & Shader Development Guide
[Read] Helpful tips and tricks for writing HLSL in the context of UE. - Building Obduction: Cyan’s Custom UE4 Art Tools
[Read] GDC Talk on some tech art tricks used to improve their internal art pipeline. - Creating Portals in Unreal for Psychonauts 2
[Watch] Fantastic talk about the detailed implementation and obstacles of portal rendering. - DitherTemporalAA
[Read] Neat little node to soften up opacity masking when combined with TemporalAA.
Gameplay Framework
- The Unreal Engine Game Framework: From int main() to BeginPlay
[Watch] Very insightful video, will greatly improve your understanding of how and when the game framework runs. - Unreal Gameplay Framework Guide for C++
[Read] Primer to understanding Unreal’s gameplay classes such as Pawn, Components, GameMode, etc. - Actor’s Lifecycle
[Read] A look into how and when Actors get created and which functions get called to make that happen. - C++ Save System
[Read] Eventually you’ll need to store player progress. This tutorial will get you started writing your own powerful savegame framework.
Gameplay Ability System
- The Truth of The Gameplay Ability System
[Read] A good read to demystify some of the pros and cons of GAS. - KaosSpectrum’s Blog on GAS
[Read] Bunch of articles related to GAS. - Why you should be using GameplayTags
[Read] GameplayTags are heavily used by GAS, but can be used on their own and provide a powerful tagging and context framework. - Splash Ability System
[GitHub] Source code & Documentation for a GAS alternative by Splash Damage they call SAS (Splash Ability System).
Multiplayer
- How to Understand Network Replication
[Watch] Alex has some of the best videos, this one is about essential concepts for Multiplayer Programming. - How to Connect a Multiplayer Game with Steam
[Read] Setup tutorial for Steam online subsystem. - Accurately syncing Unreal’s network clock
[Read] Explains and attempts to reduce the inherit ‘desync’ of the server time clock due to latency. - Reliable vs. Unreliable RPC performance and ordering
[Read] Just one of those things that’s good to know about.
Steam
- Steam Rich Presence
[Read] Adding rich presence (eg. “playing ranked TDM”) between steam friends. - SteamBridge
[Plugin/GitHub] “A UE4 implementation of the Steamworks API.” - Advanced Sessions
[Plugin/GitHub] “A Blueprint Library Plugin that exposes additional Networking/Session/OnlineSubsystem/Friends/Voice features to Blueprints that were missing.”. Available through GitHub too.
Asset Management
- Asset Manager for Data Assets & Async Loading
[Read] Asset Manager provides additional control to loading your content on-demand.
Animation
- How To Make Custom Animations For The Unreal Mannequin
[Watch] Using Mr. Mannequin Tools Add-on to build Animations in Blender.
AI
- Journey into Utility AI
[Read] Blog series exploring Utility AI systems in Unreal Engine. - Create AI with Behavior Trees
[Watch] Tutorial on Behavior Trees in Unreal.
Editor Extensions
- GenericGraph – Data structure Plugin
[Plugin] Extend the editor for things like quests, dialogue, and progression systems. Provides starting point to build your own. - Adding New Asset Types
[Read] Extend your pipeline by supporting custom asset types. - Custom Details Panels in Unreal Engine (FPropertyEditorModule)
[Read] Introductory tutorial on setting up a button and details panel. - Plugin Creation Resources
[Read] Collection of tutorials on creating plugins, modules, and slate. - Editor Visualization Helpers
[Read] C++ Tutorial on implementing editor-time helpers to visualize your Actors in the world.
Sample Projects
- Survival Game
[C++] Survival Game with networking, AI, and lots of C++. - Action Roguelike
[C++] Created for Stanford University, a C++ game including AI, Multiplayer, SaveGames, UI, etc. - Simple FPS Template
[C++] Simplified FPS template based on the original. Removes some unnecessary elements like VR. - UGC Sample Project
[GitHub] Official Sample Project for User Generated Content.
Modding (UGC)
- Adding Mod Support with the Simple UGC Plugin
[Watch] Introduces the Unreal UGC Sample Project. - UGC Sample Project
[GitHub] Official Sample Project for UGC.
Localization
- Unreal UIs and Localization – Ben UI
[Read] Ben prepares you for localizing your game to prevent future headaches. - Industries of Titan Localization Lessons – Ben UI
[Read] Lessons learned from Titan of Industries localization efforts.
Misc.
- Lessons Learned from a Year of UE4 AAA Development
[Watch] Ari Arnbjörnsson from Housemarque talks us through lessons learned. - Classic Tools Retrospective: Tim Sweeney on the first version of the Unreal Editor
[Read] Fun throwback to the origins of the Unreal Editor. - Async Loading Screens and Transition Levels
[Watch] Practical talk on asset loading and transitions (Unreal Fest 2019) - Six ingredients for a dynamic third-person camera
[Read] Daedalic Entertainment shows off their camera system and how it’s implemented in Unreal. - Pause Game When Window Loses Focus
[Read] Super easy way to pause your game when alt-tabbed. - How to accept (Blueprint) wildcard inputs in your UFUNCTIONs
[Read] Advanced C++ trick to allow wildcard (grey) pins in your Blueprint nodes. - Using Dualshock4 controller (via USB, PS4 DS4 Gamepad)
[Read] Windows Raw Input Plugin lets you configure additional input devices for your games. - Content Browser ‘Search’ Syntax Cheat Sheet
[Read] The Context Browser allows for complex filtering in the search box. - Marketplace Search Tool
[Tool] Third-party search tool to find assets on the Unreal Marketplace.
You are a godsend, thank you so much for putting out these excellent resources to the community for FREE!
You’re most welcome! I learned so much from freely available resources myself, its the right thing to do :)
Everything about UE4 modules: https://www.youtube.com/watch?v=DqqQ_wiWYOw