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Unreal Engine General to Knowledge Training

Goktug Ulvan is the CEO and Co-Founder of Crania Studios. He specializes in Unreal Engine and brings expertise in computer graphics, rendering, physics-based simulation, optimization techniques, gameplay programming, virtual reality development, and blueprint scripting. He has developed and led numerous published games, simulations, and development tools as a Senior Unreal Engine Front-End Developer.

As an Unreal Authorized Instructor, we will provide you priority access to tools and materials, increasing job opportunities, and exclusive use of community portals. Through hands-on experience and successful collaboration on cross-departmental projects, you will demonstrate advanced Unreal Engine expertise. You will be well-versed in building tools and infrastructure for Unreal Engine, contributing to the success of projects in a dynamic learning environment.

 

  • Online Live Classes are available

  • Resources will be provided by the Instructor

  • Qualification or previous experience is not necessary

  • After completing the course, you will receive a certificate

Duration:

30 hours

No of Modules:

33 modules

Mode of Training:

Instructor Led: On-line/Off-line

Prerequisites:

This is a basic course for beginners on Unreal Engine Open to all Students, academia, and Industry professionals.

Software Version:

UE4 - UE5
Next Course Start Date:
01.03.2024

 
 

Course 1 - Becoming a Unreal Engine Generalist

 
 

Introduction:

  • What is Unreal Engine?

  • A quick introduction to Unreal Engine history from Unreal (1998) to Fortnite.

  • Video games that use Unreal Engine

  • Companies that use Unreal Engine

  • Usage areas of Unreal Engine
     

Download and Setup:

  • Download Epic Games Launcher

  • Download the related Visual Studio version

  • Install required SDKs

  • Install required C++ packs for desktop development

  • Install the latest version of Unreal Engine

  • Creating the first template

Overview of the UE Interface:

  • All menus with sub-menus

  • Viewport settings (views, types, and modes)

  • Movement on the viewport with shortcuts

  • Adding and moving an object

  • Content browser, filters, collections, and favorites

  • Adding additional windows like content browser

  • Terminology

  • Coordinate Space Terminology

Meshes Essentials:

  • Importing static and skeletal mesh

  • Mesh editors and menus

  • Brush editings

  • Textures

  • Materials

  • Mesh collisions

  • Pivot

  • Polygons and triangles

  • Virtual Textures

Shader Systems:

  • Creating new materials

  • Changing material colors

  • Master materials

  • Material instances

  • Dynamic material instance with
    a blueprint actor

  • ​Material Parameter Collection

  • Material functions

Community Reach:

  • Unreal Engine Discussions Forum

  • Discord and Slack community

  • Facebook Unreal Engine Developer Community

  • Favorite Unreal Engine Tutorial Series on Youtube

  • Patreon for Unreal developers
     

First Gameplay:

  • Creating a character blueprint class

  • Adding inputs to project settings

  • Adding movement capability

  • Adding skeletal mesh to bp

  • Creating animation blueprint with related skeletal mesh

  • Creating 1d and 3d blend spaces

  • Animation blueprint setup with blend space and animations

  • Adding AnimBP to related blueprint actor
     

Blueprints in Level:

  • Game mode settings
    Adding additional movements on the player controller

  • Adding a playable character to game mode

  • Additional possess and unpossess options

  • Overlap interaction test between playable character and interactable blueprint object

     

Trace Interactions:

  • Quick cover up all traces 

  • Trace focus type (objects, profile, channels)

  • Adding line trace and test

  • Line trace optimization techniques

  • Line trace debug methods

  • Hit result structure tests
     

Artificial Intelligence:

  • Simple AI Movement

  • Blackboard

  • Random Movements

  • Nav Mesh

 
 

Introduction to Blueprints:

  • Blueprint classes explanation

  • Create your first blueprint actor class (Door bp)

  • Adding static mesh components to actor blueprint

  • Blueprint viewport settings

  • Transform types (relative, world)

  • Adding timeline

  • Timeline manipulations on static mesh-related transform

Interaction with Blueprint:

  • Adding trigger box component (Box collision in blueprint)

  • Trigger volumes and interactable collisions (Overlap settings)

  • Adding overlap interactions

  • Test and polish

Version Control Systems:

  • Github

  • Installing GitHub Desktop or Fork

  • Create a git, clone, pull, push, merge, and branch processes

  • Adding unreal engine git ignore

  • Perforce

  • Installing the P4V server and Client

  • Adding git ignore to perforce

  • Create a project with a new workspace

  • Commit, submit, checkout, mark for add processes

  • Enable and control source control inside of Unreal Engine Project

Package Settings:

  • Package types

  • Start modes and maps

  • Include maps

  • Prerequisites
     

Package Settings:

  • Fixing up re-directory

  • Validate assets

  • Reverting to backup files from Perforce

  • Reverting to backup files from the saved folder

  • Searching shortcuts in the content browser

     

Interfaces:

  • Creating an interaction interface

  • Adding an interface to related blueprint classes

  • Adding events with inherited variables on the interface

  • Trigger events
     

User Interface and HUD:

  • Creating and using widget blueprint

  • Adding crosshair and widget animation for this crosshair

  • Integrations player data to this widget via interface

  • Creating a hot bar while using the vertical box, horizontal box, overlay, scroll box, widget switcher, buttons, etc.

  • Combine the interaction system with the widget
     

Functions:

  • Adding functions (collapse nodes and create modular function)

  • Function local variables

  • Pure function

  • Construction script events

  • Keywords and categories

  • Function inputs and outputs

  • Custom Blueprint Function Library

  • Creating tools with construction script

  • Creating a dynamic material instance in a blueprint class' construction script
     

Macros:

  • Creating a macro

  • Macro inputs and outputs

  • Example usage of macros

  • Custom Blueprint Macro Library

  • Creating a "for each loop with delay" macro
     

Arrays and Loop:

  • For Loop

  • For Each Loop

  • Add, shuffle, remove, and set elements of the array

  • Combine Arrays

  • Reverse Loop
     

Blueprints Essentials:

  • Structures

  • Enumeration

  • Data Table

  • Switch Node

 
 

Course 2 - Becoming a Unreal Engine Artist

 
 

Introduction:

  • What is Unreal Engine?

  • A quick introduction to Unreal Engine history from Unreal (1998) to Fortnite.

  • Video games that use Unreal Engine

  • Companies that use Unreal Engine

  • Usage areas of Unreal Engine
     

Download and Setup:

  • Download Epic Games Launcher

  • Download the related Visual Studio version

  • Install required SDKs

  • Install required C++ packs for desktop development

  • Install the latest version of Unreal Engine

  • Creating the first template

Overview of the UE Interface:

  • All menus with sub-menus

  • Viewport settings (views, types, and modes)

  • Movement on the viewport with shortcuts

  • Adding and moving an object

  • Content browser, filters, collections, and favorites

  • Adding additional windows like content browser

  • Terminology

  • Coordinate Space Terminology

Meshes Essentials:

  • Importing static and skeletal mesh

  • Mesh editors and menus

  • Brush editings

  • Textures

  • Materials

  • Mesh collisions

  • Pivot

  • Polygons and triangles

  • Virtual Textures

Shader Systems:

  • Creating new materials

  • Changing material colors

  • Master materials

  • Material instances

  • Dynamic material instance with
    a blueprint actor

  • ​Material Parameter Collection

  • Material functions

Community Reach:

  • Unreal Engine Discussions Forum

  • Discord and Slack community

  • Facebook Unreal Engine Developer Community

  • Favorite Unreal Engine Tutorial Series on Youtube

  • Patreon for Unreal developers
     

BONUS

  • Creating and importing a Metahuman

  • Metahuman Face Animation via iPhone live-link

  • Retargeting Animation and Retarget Settings

  • Adding Custom Plugin

  • Fly movement, gravity, and jump settings

  • Switch between characters and cameras.
     

Lightning Essentials:

  • Skylight

  • Skylight cube map

  • Volumetric cloud

  • Volumetric fog

  • Sky atmosphere

  • Light mixer
     

Optimization and Profiling:

  • Atlas material for optimization

  • Polygonal optimization

  • Statistics

  • View modes

  • Using console commands (Scalability, Stat GPU, Stat Unit, etc.)

  • Shadow optimization (Capsule shadows, static shadow and bake lightning)

  • LOD (Level of Distance) Settings

  • Nanite setup and comparison with LOD

  • Texture mipmaps
     

 

Scene Setup:

  • Importing default content to the current project 

  • Create a room scene with default content

  • Adding Post Process

  • Adding Lightning

  • Mesh actions in level

Lightning Systems:

  • Light types 

  • Light mobility explanation 

  • Shadow settings

  • Light settings

  • Light performance

  • Create a light BP 

Reflections and Rendering:

  • Lumen

  • Screen Space

  • Standalone Raytraced

  • Ray Tracing

  • Forward Shader Rendering

  • Global Illumination
     

Virtual FX:

  • Create a legacy particle

  • Introduction to Cascade Particle System

  • Check out example particles from the content

  • Create a first VFX 
     

Sound Systems:

  • Importing a sound file (44.1 kHz, 16-bit wave)

  • Creating a sound cue

  • Common nodes practice (loop, random, mixer, enveloper, modulator)

  • Attenuation Settings (occlusion, audio spatialization, reverb, etc.)

  • Audio reverb volume

  • Duck system and audio classes

  • Quick introduction about MetaSound Source and create an example

  • Sound concurrency

  • Introduction to Meta Sound

Post Process:

  • Post Process Overview

  • Creating a fairy scene (learning to use blooms, dirt, exposure, aberration, lens flares, occlusion, and vignette)

  • Set multiple bound and unbound post processes with different filters

  • Adding quick filters (Learning Lookup Tables - LUT)

  • Anti-aliasing methods
     

Additional Scene Settings:

  • Adding Fog

  • A quick introduction to volumetric fog

  • Volumetric shadows on movable meshes

  • Adding directional light

  • Directional light settings

  • Switch the time of period with directional light

  • Light shaft bloom

  • Light shaft occlusion
     

Introduction to Landscape:

  • Using Quixel Bridge to get meshes and surfaces

  • Creating a landscape

  • Import a landscape from height maps

  • Landscape tools

  • Creating a painting tool for Landscape

  • Creating foliage

  • Enabling procedural foliage and test

  • Creating an example forest

  • Landscape grass types

  • Using Quixel Bridge and Megascans
     

Cinematic:

  • Creating a level sequence

  • Creating a cinematic camera

  • Cinematic camera lens and focus settings

  • Cinematic camera post-process settings

  • Cinematic render settings

  • Using the director cut channel effectively

  • Using cinematic scene to blend two skeletal animations

Let’s Learn and Work Together

Get in touch so we can start working together.

Thanks for submitting!

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