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🚀 HUB-UnrealEngine

My personal Unreal Engine learning hub — documenting everything from beginner experiments to advanced systems.


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Click to expand Learning Report # 🎮 160-Day Unreal Engine Fundamentals Learning Plan

A comprehensive day-by-day roadmap for mastering Unreal Engine fundamentals. Each day represents a focused learning session with specific objectives.

Use the checkboxes ([ ]) to track daily progress. Replace with [✅] as each day is completed.


🗓️ MONTH 1: FOUNDATIONS & INTERFACE

Week 1: Getting Started

  • [✅] Day 1: Download Epic Games Launcher, install Unreal Engine (latest version)
  • [✅] Day 2: Create first project, explore project browser, understand template options
  • [✅] Day 3: Navigate viewport, master camera controls (Alt + LMB/RMB/MMB)
  • [✅] Day 4: Explore Content Browser, understand asset organization
  • Day 5: Understand World Outliner, Actor hierarchy
  • Day 6: Explore Details Panel, modify object properties
  • Day 7: Review week 1, practice all navigation skills

Week 2: Basic Actors & Manipulation

  • Day 8: Understand Actor vs. Object vs. Component
  • Day 9: Practice moving, rotating, scaling actors
  • Day 10: Create basic geometry with BSP brushes
  • Day 11: Work with static meshes, import simple assets
  • Day 12: Understand transform vs. world vs. local space
  • Day 13: Group and ungroup actors, use folders in Outliner
  • Day 14: Build simple level using only basic shapes

Week 3: Materials Introduction

  • Day 15: Open Material Editor, understand interface
  • Day 16: Create first material, apply to geometry
  • Day 17: Understand Base Color, Metallic, Roughness inputs
  • Day 18: Import textures, apply to materials
  • Day 19: Work with Normal maps for surface detail
  • Day 20: Create material instances for variations
  • Day 21: Build material library with 5 basic materials

Week 4: Lighting Fundamentals

  • Day 22: Place Directional Light, understand sun/outdoor lighting
  • Day 23: Work with Point Lights, understand attenuation
  • Day 24: Use Spot Lights, control cone angles
  • Day 25: Understand Static, Stationary, Movable light mobility
  • Day 26: Build lighting, understand difference between preview and baked
  • Day 27: Add Rect Lights, Sky Light for ambient illumination
  • Day 28: Light a simple interior scene properly

🗓️ MONTH 2: BLUEPRINTS & LOGIC

Week 5: Blueprint Introduction

  • Day 29: Understand Blueprint types (Level, Class, Widget)
  • Day 30: Open Level Blueprint, add first Print String node
  • Day 31: Create first Actor Blueprint class
  • Day 32: Add components to Blueprint in viewport
  • Day 33: Navigate Blueprint editor (Graph, My Blueprint, Details)
  • Day 34: Understand Event Graph vs. Construction Script
  • Day 35: Create 3 simple Actor Blueprints with different components

Week 6: Variables & Data Types

  • Day 36: Create Integer variables, display with Print String
  • Day 37: Work with Float variables for decimal values
  • Day 38: Use Boolean variables for true/false states
  • Day 39: Create String variables for text
  • Day 40: Understand Vector variables for positions
  • Day 41: Work with Rotator variables for rotations
  • Day 42: Build Blueprint that tracks player stats with variables

Week 7: Events & Functions

  • Day 43: Understand Event BeginPlay and Event Tick
  • Day 44: Create custom events, call from other graphs
  • Day 45: Build custom functions with inputs and outputs
  • Day 46: Understand pure vs. impure functions
  • Day 47: Use sequence nodes for execution order
  • Day 48: Work with delays and timers
  • Day 49: Create Blueprint with 3 custom functions and 2 custom events

Week 8: Flow Control

  • Day 50: Use Branch nodes (if/then logic)
  • Day 51: Work with For Loops for iteration
  • Day 52: Implement While Loops
  • Day 53: Use Switch on Integer nodes
  • Day 54: Implement Do N and Do Once nodes
  • Day 55: Work with Gate nodes for execution control
  • Day 56: Build complex logic chain using 4+ flow control nodes

🗓️ MONTH 3: GAME MECHANICS FRAMEWORK

Week 9: Input Systems

  • Day 57: Open Project Settings, understand Input mappings
  • Day 58: Bind action mappings (jump, fire, interact)
  • Day 59: Bind axis mappings (move forward, turn, look up)
  • Day 60: Implement keyboard input in Blueprint
  • Day 61: Set up mouse input for looking around
  • Day 62: Configure gamepad input
  • Day 63: Create complete input setup for first-person character

Week 10: Player Controllers & Pawns

  • Day 64: Understand Pawn class, create custom Pawn
  • Day 65: Understand Character class vs. Pawn
  • Day 66: Create Player Controller, possess Pawn
  • Day 67: Set up Default Pawn class in Game Mode
  • Day 68: Implement camera attachment to Pawn
  • Day 69: Understand Auto Possess settings
  • Day 70: Build functioning character with movement and camera

Week 11: Collision System

  • Day 71: Understand collision presets and channels
  • Day 72: Use OnComponentBeginOverlap events
  • Day 73: Implement OnComponentHit events
  • Day 74: Work with Ignore vs. Overlap vs. Block
  • Day 75: Understand Object Channel and Trace Channel
  • Day 76: Use line traces for line-of-sight checks
  • Day 77: Build trigger volume system with overlap events

Week 12: Physics Simulation

  • Day 78: Enable Simulate Physics on objects
  • Day 79: Understand mass and gravity effects
  • Day 80: Apply forces and impulses to objects
  • Day 81: Work with physics constraints
  • Day 82: Set collision profiles for physics objects
  • Day 83: Implement simple destructible meshes
  • Day 84: Create physics-based puzzle element

🗓️ MONTH 4: ENVIRONMENTS & VISUALS

Week 13: Landscape Tools

  • Day 85: Create landscape, understand landscape resolution
  • Day 86: Use sculpt tools for terrain shaping
  • Day 87: Paint landscape with multiple layers
  • Day 88: Import heightmaps for real-world terrain
  • Day 89: Work with landscape materials
  • Day 90: Add erosion and noise to terrain
  • Day 91: Build complete terrain environment

Week 14: Foliage System

  • Day 92: Open Foliage tool, understand interface
  • Day 93: Import foliage meshes (grass, bushes, trees)
  • Day 94: Paint foliage on landscape
  • Day 95: Adjust foliage density and scale
  • Day 96: Use procedural foliage spawners
  • Day 97: Understand foliage culling and performance
  • Day 98: Create dense forest area with varied foliage

Week 15: Post-Processing

  • Day 99: Add Post-Process Volume to level
  • Day 100: Adjust color grading and temperature
  • Day 101: Work with bloom and lens flares
  • Day 102: Implement depth of field effects
  • Day 103: Use ambient occlusion for realism
  • Day 104: Experiment with vignette and grain
  • Day 105: Create 3 different mood setups (day, night, fantasy)

Week 16: Advanced Materials

  • Day 106: Create master material with parameters
  • Day 107: Build material instances from master
  • Day 108: Work with material functions
  • Day 109: Implement animated materials (scrolling, pulsing)
  • Day 110: Use vertex painting for material blending
  • Day 111: Create translucent and masked materials
  • Day 112: Build material collection library with 10+ variations

🗓️ MONTH 5: AUDIO & UI

Week 17: Audio Systems

  • Day 113: Import audio files (WAV) into project
  • Day 114: Create Sound Cues from imported sounds
  • Day 115: Play 2D sounds at locations
  • Day 116: Implement 3D spatialized audio
  • Day 117: Work with attenuation settings (falloff, distance)
  • Day 118: Add reverb and sound effects
  • Day 119: Build ambient soundscape for environment

Week 18: UMG UI Fundamentals

  • Day 120: Create Widget Blueprint, understand designer graph
  • Day 121: Add Canvas Panel, understand anchoring
  • Day 122: Work with Text blocks for on-screen text
  • Day 123: Implement Buttons with click events
  • Day 124: Add Images and progress bars
  • Day 125: Create and show widget in viewport
  • Day 126: Build main menu widget with 2 buttons

Week 19: UI Logic & Data Binding

  • Day 127: Bind widget properties to variables
  • Day 128: Update UI elements from Blueprint
  • Day 129: Create health bar that updates with player health
  • Day 130: Implement score counter display
  • Day 131: Build inventory slot UI elements
  • Day 132: Work with widget animations
  • Day 133: Create complete HUD with health, ammo, score

Week 20: Visual Studio Integration

  • Day 134: Install Visual Studio with Unreal workload
  • Day 135: Set up C++ project, understand folder structure
  • Day 136: Open project in Visual Studio, build solution
  • Day 137: Understand basic C++ class structure in Unreal
  • Day 138: Modify existing C++ class, recompile
  • Day 139: Create simple C++ Actor, expose to Blueprint
  • Day 140: Understand header files vs. cpp files in Unreal

🗓️ MONTH 6: ANIMATION & ADVANCED CONCEPTS

Week 21: Animation Fundamentals

  • Day 141: Import skeletal mesh (character model)
  • Day 142: Understand skeleton and sockets
  • Day 143: Import animations from external sources
  • Day 144: Create Animation Blueprint
  • Day 145: Build simple state machine (idle to walk)
  • Day 146: Work with blend spaces for smooth transitions
  • Day 147: Set up character with basic animation set

Week 22: Particle Systems (Niagara)

  • Day 148: Open Niagara editor, understand interface
  • Day 149: Create simple particle emitter
  • Day 150: Work with spawn rates and particle lifetime
  • Day 151: Add forces (gravity, drag) to particles
  • Day 152: Implement color over life modules
  • Day 153: Attach Niagara system to actor/socket
  • Day 154: Build fire, smoke, and spark effects

Week 23: Game Framework Classes

  • Day 155: Understand Game Mode class and purpose
  • Day 156: Work with Game State for global data
  • Day 157: Implement Player State for per-player data
  • Day 158: Understand Game Instance for persistent data
  • Day 159: Set up complete game framework for simple project
  • Day 160: Final review and practice of all fundamentals

Week 24: Buffer & Practice

  • Day 161: Buffer day - review weak areas
  • Day 162: Buffer day - practice Blueprint logic
  • Day 163: Buffer day - environment building practice
  • Day 164: Buffer day - UI/audio implementation practice
  • Day 165: Buffer day - animation practice
  • Day 166: Buffer day - C++/Visual Studio practice
  • Day 167: Buffer day - complete any missed days

📊 Progress Tracking

  • Month 1 Complete: Foundations & Interface (Days 1-28)
  • Month 2 Complete: Blueprints & Logic (Days 29-56)
  • Month 3 Complete: Game Mechanics Framework (Days 57-84)
  • Month 4 Complete: Environments & Visuals (Days 85-112)
  • Month 5 Complete: Audio & UI (Days 113-140)
  • Month 6 Complete: Animation & Advanced Concepts (Days 141-167)

📝 Notes

  • Each day represents approximately 1-2 hours of focused learning

  • Adjust pace based on individual learning speed

  • Practice previous concepts while learning new ones

  • Use official Unreal documentation as reference

  • Supplement with video tutorials for visual concepts

📌 About This Repository

HUB-UnrealEngine is my structured learning space for Unreal Engine. This repository contains:

  • 🎨 Materials & Shaders
  • 🧱 Blueprints
  • 💻 C++ Scripts & Classes
  • 🎮 Gameplay Systems
  • 🗂 Assets & Experiments
  • 📝 Documentation & Notes
  • 🧪 Mini Prototypes

The goal is to track my growth while building real, practical Unreal Engine experience.


🧠 What I'm Learning

  • Unreal Engine fundamentals
  • Blueprint scripting
  • C++ integration with UE
  • Material editor & shader logic
  • Animation systems
  • Plugin integration (e.g., VRM, custom tools)
  • Optimization techniques

📂 Project Structure (Example)

HUB-UnrealEngine/
│
├── Materials/
├── Blueprints/
├── Cpp-Classes/
├── Assets/
├── Experiments/
├── Documentation/
└── Mini-Projects/

(Structure may evolve as I grow.)


🎯 Purpose

  • Build strong Unreal Engine fundamentals
  • Create reusable systems
  • Prepare for internships & game dev opportunities
  • Track consistent learning progress
  • Showcase development journey

🛠 Tech Stack

  • Unreal Engine 5.x
  • C++
  • Blueprints
  • Blender (for 3D assets)
  • VS Code / Visual Studio

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My personal Unreal Engine learning hub — documenting everything from beginner experiments to advanced systems.

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