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Unreal Engine 5.8 C++ Multiplayer First Person Shooter

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本课程由虚幻引擎知名导师 Stephen Ulibarri 于 2026 年 7 月推出,是一套时长约 20 小时、体量达 16.5 GB 的 UE5 中级 C++ 多人 FPS 游戏开发实战教程

课程紧跟最新的 Unreal Engine 5.8+ 版本,核心围绕 “数据驱动架构(Data-Driven)”“AAA 级工业网络规范” 展开,教你从零构建一套既能适配大型竞技、又能兼顾独立开发的射击游戏框架。通过 99 节核心课时,你将深入掌握如何在专用服务器(Dedicated)与监听服务器(Listen)上完美实现双视角(1P/3P)网格体同步、基于增强输入的复杂射击操控、以及可无限扩展的动态武器背包。

其最大亮点在于抛弃了硬编码,教你通过 Data Assets 和 Gameplay Tags 编写模块化解耦代码,只需增删资源即可扩充游戏内容。课程随附全套音视频、材质与动画资源包,是虚幻 C++ 开发者进阶多人网络游戏开发的标杆级实战指南。


Published 7/2026
Created by Stephen Ulibarri
MP4 | Video: h264, 1920×1080 | 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 practices

Requirements
❗ Experience creating C++ projects in Unreal Engine
❗ Knowledge of multiplayer is recommended, but not required

Description
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 defeats

The project we create in this course works on

✨ Dedicated Servers

✨ Listen Servers

✨ Single-player, standalone mode

This 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 skills

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