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Unreal Engine 5 Unreal Engine 5

Getting Started with Unreal Engine 5 Blueprints

Learn Unreal Engine Blueprint visual scripting from zero and bring your static levels to life. This beginner-friendly course teaches you how to create game mechanics and interactive systems without writing code.

By Jordy Vandeput ★ 4.8 (29 reviews) 11 lessons 1h 18m Project files included
Save 88% Or take everything Cinecom Complete Bundle 14 courses · 24 video packs · 1 partner deal $197 $1,704.70 total value See the bundle
Trailer Cinecom
What you'll learn
  • Navigate the Blueprint editor and understand components
  • Create your first interactive objects that respond to player input
  • Build game mechanics like bomb planting, spray painting, and color-changing collisions
  • Use events, variables, and functions to control gameplay
  • Implement hit detection with Line Trace for shooting mechanics
  • Debug problems like a pro using proven techniques
About this course

This course teaches you Unreal Engine 5 Blueprints from zero, so you can make the things in your level react: lights that switch on with a key, a bomb you plant and detonate, a wall you spray graffiti on. It is for people who have opened Unreal Engine and got stuck on Blueprints, and it needs no programming background.

What you'll learn in this Unreal Engine 5 Blueprints course

The lessons follow one thread: build a small thing, hit a problem, solve it, and learn the node that fixed it.

  • Blueprint basics: creating an Actor Blueprint, adding components, the construction script (for things that happen in the editor) versus the event graph (for things that happen while the level runs), and the compile button.
  • Events: Event Begin Play, Event Tick, key press events (such as the L key) and Event Hit, plus Print String to see what your Blueprint is doing.
  • Controlling a Blueprint: what possession means, how a game mode sets the default pawn class, using the third-person template character, and changing a Blueprint's parent class from Actor to Pawn.
  • The Level Blueprint: toggling several lights with the 1, 2 and 3 keys, and why a Visible toggle beats hard coding an intensity value.
  • Game mechanics: a bomb you plant and detonate with a Niagara confetti burst, Boolean variables, the Branch node and the Sequence node.
  • Line Trace by Channel: shooting an invisible line from the character, using the hit location to spawn a graffiti decal on a wall, and using the return value so nothing spawns on a miss.
  • Simulations: pins that change color when a ball hits them, using Event Hit, material parameters, the Do N node and Switch on Int.
  • Functions and organization: turning a node chain into a reusable function with input and output parameters, debugging with Print String, aligning nodes with Q, anchor points on connection lines, and comment boxes with color labels.

How the course is built

There are 11 lessons with a total runtime of about 1 hour 19 minutes. Most of the time is spent in a live Unreal Engine project, and Jordy leaves his mistakes in so you can see how he debugs. A few lessons end with a small assignment, and the next lesson shows the solution.

The last lesson gives you two final projects. For games, you build a Squid Game style platform challenge where a random tile in each row falls away, the screen turns a desaturated red when the player falls and confetti pops at the end. For film renders, you make tree trunks that light up and fall at random moments in a forest built from simple shapes. A project file download (Learn_Blueprints_Course_Project_Files.zip, 61.3 MB) is included, and Jordy says the project files carry comments explaining the nodes he used.

Who this course is for

It is for anyone who has started exploring Unreal Engine and feels stuck on Blueprints. The course is rated beginner. Jordy's aim is that you understand the logic behind each node instead of copying what he does, so later tutorials become easier to follow.

It covers the fundamentals only. Jordy says in the final lesson that he has only scratched the surface, and from there you keep experimenting on your own.

What you need

Unreal Engine 5. The third-person template, which you add to your project as a content pack, supplies the playable character. A free graffiti decal from the Unreal Engine asset marketplace is used in the Line Trace lesson.

Lessons
11 lessons 1h 18m 2 free previews
Jordy explains why a level you built stays static until you add Blueprints, shows what they make possible in games and movie renders, and sets out the course goal: understanding the logic of Blueprints, not copying steps.
Create an Actor Blueprint named BP_InteractiveCube, add components, and compare the construction script with the event graph. You set a relative location, fix a compile error, then try Event Begin Play and Event Tick with Print String.
Make the cube spin by reading its relative transform, splitting a struct pin and adding 1 to the Z rotation every tick. Then bind a key press to the L key and find out why nothing happens: possession.
Add the third-person template, set the default pawn class in a game mode and world settings, and use Event Hit with Set Static Mesh. You also change a Blueprint's parent class from Actor to Pawn and add a camera.
Use the Level Blueprint to control three lights that are not Blueprints. Keys 1, 2 and 3 toggle visibility, and Jordy explains why switching a Visible setting beats hard coding an intensity value. Ends with an assignment.
Build a bomb mechanic in the character Blueprint: B plants a cube, a Planted Boolean variable and Branch node stop repeat spawns, and a Niagara confetti burst explodes it. Also covers the Sequence node and world versus relative location.
Fire a Line Trace by Channel from the character using Get Forward Vector, then use the hit location to spawn a graffiti decal on a wall. A Branch on the return value stops spraying when the line misses.
Build a BP_Pin Actor that changes color when a simulated ball hits it. Covers enabling hit events, promoting a material property to a parameter, and counting hits with the Do N and Switch on Int nodes.
Turn the pin color logic into a reusable function with a target input, find a bug by printing a counter output, and replace Do N with a counter variable. Ends with an assignment to give pin 2 its own colors.
Add color inputs to the function so each pin has its own colors, then tidy the graph: reroute lines with anchor points, align nodes with Q, add comment boxes with C, color-label groups, and comment single nodes.
Two final projects: a Squid Game style platform game with randomly falling tiles, desaturated red on a fall and confetti at the end, or a forest render where tree trunks light up and fall at random moments.
Your instructor
Jordy Vandeput

Jordy Vandeput

Founder of Cinecom · 2.75M+ subscribers on YouTube

Jordy Vandeput is a Belgian filmmaker who has taught practical filmmaking to millions through Cinecom. He breaks professional techniques down into clear, repeatable steps you can use on your very next project.

Watch on YouTube
From the course
What students say
★ 4.8 · 29 reviews

Great introduction to some of the possibilities of blueprint!

DefreeDk

Would be great if you'll add downloadable content that you r using in video

Danylo Havrylychev

I watched other tutorials and they just skimmed the Blueprint section. This made Blueprints easier to learn what they can be used for and how to use them.

Paul Mitchell

Amazing fun and up to speed course. Helped me a lot. Keep up the good work.

Amanda

Couldn’t load more. Try again.
Questions
No. The course starts from zero and needs no programming background. It helps to have opened Unreal Engine before: Jordy made the class for people who started exploring Unreal Engine and got stuck on Blueprints.
Across the lessons you build a spinning cube, key-controlled lights, a bomb you plant and detonate, a graffiti sprayer using Line Trace, and pins that change color when hit. Two final projects then test everything: a Squid Game style platform game or a forest of falling trees.
The course is listed for Unreal Engine 5. The lessons do not name a specific minor version, so check that your install is Unreal Engine 5 before following along.
Yes. There is a download called Learn_Blueprints_Course_Project_Files.zip (61.3 MB). Jordy says in the final lesson that the files for both final projects contain comments explaining the nodes he used.
There are 11 lessons with a total runtime of about 1 hour 19 minutes. Several lessons end with a short assignment, and the solution comes in the next lesson.
No. The examples cover both games and film. The final lesson has a platform game assignment and a movie render assignment, where Blueprints make tree trunks light up and fall at random moments in a forest scene.
Sign in to your Cinecom account and every lesson streams right away, on any device. You keep access for life, for as long as the course stays in our catalogue.
One time. You pay once and keep lifetime access. There is no recurring subscription.
No. Lessons stream from your account. When a course comes with project files, you download those from the course page in your account.
No. When a course teaches a program, the course page shows which one, and you need your own copy.
Yes, you can sign in on your phone, tablet or computer. Your account is personal, and signing in on several devices at the same time can end your other sessions.
Yes. Paddle, our reseller, runs the checkout, charges any VAT or sales tax and sends you the invoice.
No. Our courses do not come with a certificate.
Watch the free preview lessons and browse the full lesson list before you buy. Every lesson unlocks the moment you enrol, so purchases are final. This never affects your statutory rights if a course is faulty or not as described: email [email protected] and we will help.
Cinecom Complete Bundle

Every course. Every pack. One price.

  • 14 courses
  • 24 video packs
  • 1 partner deal
  • Every future release
$197 Total value: $1,704.70 Save 88%