Create basic UI for the example project with included assets using UMG. Display player data to the screen using UMG. Create UMG asset for display in the game world for instructing influencing player. 


At the end of this course, you will be able to:


- Successfully install and set up the PCG plugin in Unreal Engine 5.2

- Navigate the PCG plugin interface and use its basic functions

- Apply the PCG plugin for simple game asset generation

- Procedurally populate an example world.


Recommended Prerequisites: 

Blueprint - Introduction

Learn basic Blueprint concepts, tools, and navigation by building simple interactions. 


At the end of this course, you will be able to: 

- Differentiate the Level Blueprint and Actor Blueprint

- Select the appropriate Blueprint parent class

- Identify common/basic variable types (nodes, wires, and pins)

- Create, set, and get basic variables

- Recognize how local variables and functions work in Blueprints 

- Utilize Blueprint nodes to control the logic flow 

- Execute a simple Blueprint


Recommended Prerequisites: 

Introduction to Unreal Engine

Learn to use Blueprints in the creation and customization of Odyssey Brushes with the additional Odyssey nodes that become active when using the Praxinos.coop “EPOS” and “Iliad” plugin toolsets and drawing tablet hardware (required for exercises).


At the end of this course, you will be able to:

- Create a Basic Brush for Tablet Functionality Testing

- Create a Simple Brush for Drawing in Engine

- Utilize Odyssey Blueprint Nodes to Customize your drawing brushes

- Understand the functions of specialized Odyssey Blueprint Nodes

- Create a complex Brush Blueprint for use in drawing, texture painting, and stylization


Recommended Prerequisites:  

Blueprint - Introduction

Transitioning from Legacy Production to Unreal Engine

100.01-Introduction to Unreal Engine

Learn how to set up Blueprints to act as templates for all other Blueprints in the project. This parent/child setup has many advantages and is key when working on large projects. The course demonstrates the concepts and techniques by walking through the complete process of creating a modular light switch.


At the end of this course, you will be able to:

- Set up a project for scalability to your target platform

- Create a parent Blueprint with specific properties that can be inherited and used in child Blueprints

- Set up a Blueprint Interface system to send/receive information and function calls between Blueprints

- Use Action and Axis mappings to allow for device specific controls

- Possess and control pawn Actors with a Player Controller

- Utilize the Line Trace functions for general purposes

- Create a Blueprint communication system through multiple Blueprint Interfaces


Recommended Prerequisite: 

Blueprint - Introduction

Transitioning from Legacy Production to Unreal Engine

Introduction to Unreal Engine

Learn how to use Blueprint to create production-ready tools. Make your pipeline easier by adding your own tools to the Editor.


At the end of this course, you will be able to:

- Extend functionality with utility actions

- Extend the Editor with utility widgets

- Build a texture creator with a render target

- Build a simple camera switcher with construction scripts


Recommended Prerequisites: 

Creating User Interfaces with UMG and Blueprints

Learn how to use Editor Utility Widgets to create custom tools within the editor and to automate tasks. We will create a bunch of simple but useful tools that will help you layout elements in a scene, organise your project and quickly navigate the engine. In this course we will be using Blueprint scripting.

At the end of this course, you will have a new procedural and dynamic Editor Utility Widget which can select meshes. Bonus content, time permitting, will show you how to manipulate the editor viewport to focus the camera on your selection. The objective is not necessarily to learn how to create a specific tool, but to think about how to create useful tools for your own projects.


Recommended Prerequisites: 

Blueprint - Introduction