Unreal Engine 5.8 C++ Multiplayer First Person Shooter
Published 7/2026
Created by Stephen Ulibarri
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz, 2 Ch
Level: Intermediate | Genre: eLearning | Language: English | Duration: 99 Lectures ( 19h 59m ) | Size: 16.5 GB
Learn to code a fast-paced, competitive multiplayer FPS game in UE5 that works on both Dedicated and Listen Servers!
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 practicesRequirements
Experience creating C++ projects in Unreal Engine
Knowledge of multiplayer is recommended, but not requiredDescription
In this course, you will learn how to program a multiplayerFirst-Person Shooterfrom scratch using industry best practices. This project scales to AAA quality competitive games, but also works for small indie games and single-player shooters.
With ourdata driven approach, we will create ascalableshooter game project designed to be extended with new capabilities and weapon types by changing adding assets and data, but not needing to alter existing code. Data assets store animations and montages, icons and UI messages, and our code references them efficiently with Gameplay Tags.
An asset pack is provided for this course, including all meshes, animations, weapons, sounds, Niagara system FX, and icons we will be using throughout the course. No need to find free assets or retarget animations.
In this course, you will learn
How to set up first and third-person meshes for first-person shooters in multiplayer
Setting up Enhanced Input for handling locomotion as well as shooter-specific inputs like firing, reloading, cycling, and aiming
Creating a weapon inventory with weapon cycling, designed for any number of weapons. Rifle and Pistol meshes are provided
CreatingData Assets for efficiently organizing animations and montages that our character Animation Blueprints reference to easily blend to the correct pose based on the current weapon
Creating a full-fledged Animation Blueprint for both first and third person meshes, with aim offsets, hand IK, strafing, jumping, crouching, and turn-in-place with orientation warping. All animations are provided.
Implementing Client-Side Prediction for Ammo, retaining server-side authority while keeping the client-side experience responsive and instantaneous
Implementing weapon aiming, with aim animations and field-of-view zooming and look-sensitivity adjustment
Weapon firing in multiplayer for both automatic and semi-auto fire
Weapon fire effects, including muzzle flashes, impact particles, weapon trails, bullet hole decals, and dynamically-changing effects based on the physical surface hit (concrete, glass, character). Weapon fire sounds and weapon animations and shell-eject particles.
UI displaying health, ammo, reserve ammo, and player score.
Dynamically-changing reticles that switch per weapon, animated with dynamic material instance parameters. Reticles expand, shrink and morph, and change color with weapon fire, aiming, and targeting other players
Reloading weapons, adding ammo with ammo pickups, automatic reload when emptying the weapon, picking up ammo with an empty weapon, and swapping to an empty weapon
Causing damage, detecting head shots, implementing player elimination and respawning
Collecting player stats and displaying UI messages in response to special elims, including
Gaining and losing the lead, and tying the leader.
First blood (getting the first elimination)
Showstopper (ending someone's spree)
Elim streak
Spree
Dethrone (eliminating the leader)
Revenge (eliminating the last person who defeated you)
Sequential (double elim, triple elim, etc)
Headshot elim
Collecting stats such as hits and missed shots, elims, and defeatsThe project we create in this course works on
Dedicated Servers
Listen Servers
Single-player, standalone modeThis course is the culmination of over a decade of heavy Unreal Engine C++ multiplayer experience. It is programmed according to the SOLID software design principles and architected for modularity and scalability.
This course assumes you already understand C++ and have created C++ projects in Unreal Engine. Knowledge of Unreal Engine multiplayer concepts is a plus, but not required. If you've taken my Multiplayer C++ CRASH COURSE, you are prepared for this course.
You will have access to the Druid Mechanics Discord Community, where students are already showing off their progress with this course, and some are using their own custom assets for their shooter games!
I hope you're excited to create a First-Person Shooter!
See you soon,
Stephen
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 skillsHomepage
Code:
https://www.udemy.com/course/ue5-first-person-shooter
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