Learning objectives & industry standards

Test blueprint

  1. Unreal Engine 5 Basics

    1. Unreal Engine Editor Interface

      1. To define Engine terminology

      2. To summarize the usage of the Outliner

      3. To understand the function of the Details Panel

      4. To utilize the Content Browser and Filters

      5. To distinguish between Editor Modes

    2. Viewport Navigation and Transforms

      1. To demonstrate Navigating in 3D space

      2. To apply Move, Rotate and Scale transformations in game levels

    3. Project Setup

      1. To explain the use of Templates and File Structure

      2. To configure Editor Preferences and Project Settings

    4. Working with Assets

      1. To perform importing assets

      2. To distinguish between actors and assets

  2. User Interface

    1. Creating UI Elements

      1. To create Buttons, Progress Bars, HUDs, Text and Image Widgets

      2. To implement Coding for active UI elements

  3. Sequencer

    1. Animation Tracks and Keyframes

      1. To demonstrate adding tracks to sequences

      2. To animate transformations or parameters with keyframes

    2. Movie Render Queue

      1. To understand exporting sequences to video

  4. Niagara Special Effects

    1. Particle Effects

      1. To define particle effects and emitters

    2. Settings and Parameters in Niagara

      1. To examine modules that change how particles spawn and act

  5. Blueprint Scripting

    1. Visual Scripting in Unreal

      1. To explain core components and logic flow

      2. To identify functions, components, variables, and nodes

    2. Variables

      1. To differentiate between types of variables and their usage

    3. Events and Casting

      1. To create and call events to affect gameplay

      2. To utilize special events such as tick and begin play

      3. To implement casting to communicate between blueprints

  6. World Building

    1. Landscape Tools

      1. To apply landscape sculpting and painting tools

      2. To utilize foliage mode and how to vary foliage assets

    2. Level Design Basics

      1. To set up a level and its required actors such as player start and environment lights and atmosphere

  7. Audio

    1. Creating Audio with Metasounds

      1. To create sound effects in engine

      2. To modify sound effects using metasounds nodes

      3. To utilize audio in blueprints and game levels

  8. Lighting

    1. Realtime Lighting and Lumen

      1. To analyze the function and benefits of Lumen

      2. To distinguish between baking and realtime lighting

    2. Types of Engine Lights

      1. To identify the different types of lights in the engine and their usage

  9. Materials

    1. Materials and Textures

      1. To identify Texture map types and their usage

      2. To create a material with textures, parameters and blend modes

    2. Decals and Post Process

      1. To utilize decal materials in game levels

      2. To examine the post process volume and its functions