UNREAL ENGINE CPP MASTERY
In 1998, Tim Sweeney wrote the first Unreal Engine in C++. Since then, it has become the gold standard for AAA development. While Blueprints allow for rapid prototyping, C++ is where the Dark Arts of game development live: performance optimization, custom engine extensions, and complex networked logic.
Learn Unreal Engine C++: From Zero to Engine Master
Goal: Deeply understand the internal architecture of Unreal Engine 5âwhat makes it tick, how its reflection system bridges C++ and Blueprints, why it uses a custom memory management system, and how to build high-performance, networked games by mastering the engineâs core C++ systems from first principles.
Why Unreal Engine C++ Matters
In 1998, Tim Sweeney wrote the first Unreal Engine in C++. Since then, it has become the gold standard for AAA development. While Blueprints allow for rapid prototyping, C++ is where the âDark Artsâ of game development live: performance optimization, custom engine extensions, and complex networked logic.
Understanding UE5 C++ architecture unlocks:
- The Reflection System: How the engine âknowsâ about your code at runtime.
- Memory Control: Bypassing or working with the Garbage Collector for performance.
- Networking Mastery: Building lag-compensated, high-tick-rate multiplayer systems.
- Engine Extensibility: Building tools that make you and your team 10x more productive.
Core Concept Analysis
1. The UObject Ecosystem (The Reflection System)
Unreal C++ isnât âvanillaâ C++. Itâs C++ with a powerful reflection layer. The Unreal Header Tool (UHT) parses your code and generates âglueâ code that allows the engine to see your variables, functions, and classes.
+---------------------+ +------------------------+
| Your C++ Code | | Unreal Header Tool |
| (UCLASS, UPROPERTY) | ---> | (UHT / Header Parser) |
+---------------------+ +-----------+------------+
|
v
+---------------------+ +------------------------+
| Compiled Binary | <--- | Generated .gen.cpp |
| (Machine Code) | | (Reflection Metadata) |
+---------------------+ +------------------------+
2. The Actor & Component Model
UE5 uses a âComposition over Inheritanceâ model. An AActor is just a container; its behavior is defined by the UActorComponents attached to it.
[ AActor (The Entity) ]
|
+--------+---------+
| |
[ USceneComponent ] [ UActorComponent ]
(Has Transform) (Logic Only)
| |
+---+---+ [ UHealthComponent ]
| |
[StaticMesh] [Camera]
3. Memory Management: The GC and Smart Pointers
Unlike standard C++, you rarely use std::shared_ptr. Unreal provides its own memory management:
- UObjects: Managed by Garbage Collection (GC).
- Non-UObjects: Managed by
TSharedPtr,TUniquePtr, or raw pointers (dangerous!).
High Addresses
+-----------------------------+
| Garbage Collector (GC) | <--- Tracks UObject references
| (UProperty pointer tracing) |
+-----------------------------+
| The Heap (Manual) | <--- TSharedPtr / TUniquePtr
+-----------------------------+
| The Stack (Automatic) | <--- Local variables
+-----------------------------+
Low Addresses
4. The Networking Lifecycle (Replication)
In multiplayer, the Server is God. Logic happens on the server, and state is âreplicatedâ to clients.
[ Server ] [ Client ]
| |
1. Change Variable |
2. Mark Dirty |
3. Send Packet ----------> 4. Update Variable
5. Call OnRep Function
Core Concept Analysis: The Build Pipeline
Understanding how your code becomes a game is vital. Unreal uses a custom build tool (UBT) and a header tool (UHT).
[ .h / .cpp ] --- (UHT) ---> [ .generated.h / .gen.cpp ]
| |
+------------+----------------+
|
(C++ Compiler)
|
[ .obj files ]
|
(Linker)
|
[ Game.exe / .dll ]
Concept Summary Table
| Concept Cluster | What You Need to Internalize |
|---|---|
| UObject System | The engine doesnât âseeâ C++ without macros. Reflection is the bridge to GC and Blueprints. |
| Lifecycle | Objects have a birth (BeginPlay), life (Tick), and death (EndPlay/GC). |
| Delegates | The âObserver Patternâ of Unreal. How objects talk without knowing each other exists. |
| Replication | Net code is state synchronization. Server is authoritative; clients are mirrors. |
| GAS | The Gameplay Ability System. A framework for complex, networked RPG-style actions. |
Deep Dive Reading by Concept
This section maps each concept to specific book chapters. Read these alongside the projects to build strong mental models.
Engine Architecture & Reflection
| Concept | Book & Chapter |
|---|---|
| UObject System | âGame Engine Architectureâ by Jason Gregory â Ch. 14: âThe Gameplay Foundation Systemâ |
| Reflection in C++ | âComputer Systems: A Programmerâs Perspectiveâ â Ch. 7: âLinkingâ (to understand symbols) |
| UE5 Core | âUnreal Engine 5 C++ Cookbookâ by William Sherif â Ch. 1: âUE5 Development Setupâ |
Gameplay Framework
| Concept | Book & Chapter |
|---|---|
| Actors/Components | âUnreal Engine 5 Shaders and Effects Cookbookâ â Ch. 1 (for material interaction) |
| Input Systems | âGame Programming Patternsâ by Robert Nystrom â âCommand Patternâ |
Essential Reading Order
- The Foundation (Week 1):
- Game Programming Patterns Ch. 1-3
- Unreal Engine Documentation: âUObject Systemâ
- The Framework (Week 2):
- Gregory Ch. 14
- Unreal Engine Documentation: âActor Lifecycleâ
Project 1: The Spell Registry (Mastering Data Assets)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A (UObject is UE-specific)
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 2. The âMicro-SaaS / Pro Toolâ
- Difficulty: Level 1: Beginner
- Knowledge Area: Reflection System / Data Management
- Software or Tool: Unreal Engine 5 Editor
- Main Book: âGame Engine Architectureâ by Jason Gregory
What youâll build: A system that defines spells in C++ using UDataAsset. Youâll create a base USpell class and several subclasses (Fire, Ice) that designers can configure in the editor.
Why it teaches Unreal Architecture: This is the first step into the âUnreal wayâ of doing C++. Youâll learn how UCLASS, UPROPERTY, and UFUNCTION turn raw C++ into editor-accessible tools. It forces you to understand how Unrealâs reflection system bridges the gap between compiled code and visual design.
Core challenges youâll face:
- Defining a UObject hierarchy â maps to understanding inheritance within the engine
- Exposing data to the Editor â maps to mastering UPROPERTY specifiers (EditAnywhere, BlueprintReadWrite)
- Object instantiation â maps to understanding that you canât use ânewâ for UObjects (must use NewObject)
Real World Outcome
Youâll have a new asset type in the Content Browser. When you right-click and create a âSpell Data Assetâ, you can fill in damage, mana cost, and even select a Particle Systemâall defined in C++.
Example Output (Editor):
[Asset: Fireball_Data]
- Mana Cost: 50.0
- Damage: 120.0
- Visual FX: P_Fireball_Explosion
- Cast Time: 1.5s
The Core Question Youâre Answering
âHow does the Unreal Editor know that my C++ class exists, and how can I let a designer change my variables without recompiling?â
Before you write any code, sit with this. In standard C++, variables are fixed once compiled. In Unreal, UPROPERTY creates a dynamic link. You are building a bridge between the CPU and the Artistâs mouse.
Project 2: The Health Component (Composition over Inheritance)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 2: Practical but Forgettable
- Business Potential: 1. The âResume Goldâ
- Difficulty: Level 2: Intermediate
- Knowledge Area: Actor Component Architecture
- Software or Tool: UE5 Component System
- Main Book: âGame Programming Patternsâ by Robert Nystrom
What youâll build: A reusable UHealthComponent that can be attached to any Actor (Player, Enemy, Destructible Barrel) to give it health, damage handling, and death logic.
Why it teaches UE5 Architecture: Instead of putting health logic in the Character class, youâre building a modular âLego pieceâ. This teaches you the Component modelâthe heart of Unrealâs entity architecture.
Core challenges youâll face:
- Inter-Component Communication â maps to finding components on an Actor via FindComponentByClass
- Delegates â maps to broadcasting âOnDeathâ events to other systems
- Component Lifecycle â maps to knowing when BeginPlay triggers for components vs. actors
Real World Outcome
You can drag your UHealthComponent onto a simple Cube actor in the level. Suddenly, that cube can âtake damageâ. When its health hits 0, it broadcasts an event that you can catch in Blueprints to spawn an explosion.
Example Log Output:
LogTemp: HealthComponent: 'Player_1' took 20 damage. Remaining: 80
LogTemp: HealthComponent: 'Barrel_C_4' took 100 damage.
LogTemp: HealthComponent: 'Barrel_C_4' has DIED. Broadcasting OnDeath...
Project 3: The Game State Manager (Global Orchestration)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 3. The âService & Supportâ Model
- Difficulty: Level 2: Intermediate
- Knowledge Area: Gameplay Framework / Singleton-like Subsystems
- Software or Tool: GameMode / GameState
- Main Book: Unreal Engine Documentation: âGameplay Frameworkâ
What youâll build: A custom AGameState that tracks the current âMatch Scoreâ and âWinning Teamâ across all players in a session.
Why it teaches UE5 Architecture: It teaches you where data lives. Youâll learn the difference between AGameMode (Server only logic) and AGameState (Data replicated to everyone). This is the foundation of multiplayer architecture.
Core challenges youâll face:
- Replication â maps to making sure the score updates on the UI for all players
- Networking Roles â maps to understanding HasAuthority() vs IsLocallyControlled()
- Class Hierarchy â maps to extending AGameStateBase correctly
Real World Outcome
A functioning scoreboard that works in a âListen Serverâ environment. Player A kills Player B; Player Aâs score increments on everyoneâs screen simultaneously.
Example Scoreboard UI:
[ MATCH STATS ]
Blue Team: 12
Red Team: 8
Time Remaining: 04:59
Project 4: The Dialogue Graph Editor (Extending the Engine)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 5. The âIndustry Disruptorâ
- Difficulty: Level 4: Expert
- Knowledge Area: Editor Modules / Slate UI
- Software or Tool: Slate Framework / GraphEditor
- Main Book: Unreal Engine Documentation: âEditor Customizationâ
What youâll build: A custom editor window with a node-based graph. You can create dialogue nodes, link them with lines, and save the result as a custom asset type.
Why it teaches UE5 Architecture: This is the âGod Tierâ of Unreal development. You arenât just making a game; youâre building a tool inside the engine. It teaches you about Editor Modules, Slate (Unrealâs UI code), and how the Content Browser manages assets.
Core challenges youâll face:
- Slate Syntax â maps to learning the declarative C++ UI macros (SNew, SAssignNew)
- Module Registration â maps to loading your code only in the Editor, not the final game build
- Graph Serialization â maps to saving the visual layout of nodes so they persist
Real World Outcome
A new âDialogueâ category in the Right-Click menu of the Content Browser. When opened, it pops up a window that looks like the Blueprint editor but is dedicated entirely to your custom dialogue logic.
Visual Outcome (Editor Window):
[ Dialogue Editor: Greeting_Asset ]
(Start) ---> [Node: "Hello!"] ---> <Choice: "Hi" / "Go Away">
Project 5: The Stylized Outliner (Post-Process Pipeline)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++ / HLSL
- Alternative Programming Languages: N/A
- Coolness Level: Level 5: Pure Magic (Super Cool)
- Business Potential: 2. The âMicro-SaaS / Pro Toolâ
- Difficulty: Level 3: Advanced
- Knowledge Area: Rendering Pipeline / Shaders
- Software or Tool: PostProcessVolume / Shader Editor
- Main Book: âReal-Time Renderingâ by Akenine-MĂśller
What youâll build: A custom rendering pass that detects edges in the scene and draws black outlines (like Borderlands). Youâll write a C++ class that injects this material into the engineâs rendering queue.
Why it teaches UE5 Architecture: It forces you to look at the Render Hardware Interface (RHI). Youâll understand the Deferred Rendering pipeline and how the engine processes pixels after the lighting pass.
Core challenges youâll face:
- HLSL Integration â maps to writing shader code that runs on the GPU
- Buffer Sampling â maps to reading from the SceneDepth and Normal buffers
- RHI Threading â maps to understanding that rendering happens on its own thread
Real World Outcome
Every object in your game world suddenly gets a crisp, toon-shaded outline. You can adjust the âLine Thicknessâ variable in C++ and see the GPU update the pixels in real-time.
Example Visual Result:
[ Normal Sphere ] vs [ Stylized Sphere ]
(O) (O)
Smooth Shaded Bold Black Outline
Project 6: The Object Pool Allocator (Memory Control)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 1. The âResume Goldâ
- Difficulty: Level 4: Expert
- Knowledge Area: Memory Management / Performance
- Software or Tool: FMemory / Unreal Insights
- Main Book: âComputer Systems: A Programmerâs Perspectiveâ
What youâll build: A custom memory allocator for a specific class (e.g., thousands of bullet projectiles). Instead of calling NewObject (expensive) every time, you pre-allocate a block of memory and manage it yourself.
Why it teaches UE5 Architecture: It shows you whatâs under the hood of Unrealâs memory system. Youâll learn why the Garbage Collector is great for stability but can be a bottleneck for high-performance simulations.
Core challenges youâll face:
- Cache Locality â maps to keeping data packed together for CPU speed
- Manual Lifetime â maps to ensuring you donât âfreeâ memory the GC thinks it still owns
- Profiling â maps to using Unreal Insights to prove your allocator is faster
Real World Outcome
You can spawn 10,000 bullets with zero frame-rate hitching. The âAllocationâ graph in Unreal Insights stays flat because youâve bypassed the standard heap allocation mid-game.
Profiling Output (Insights):
Default Allocator: 2.4ms per frame (Allocation overhead)
Pool Allocator: 0.1ms per frame (Direct access)
Performance Gain: 24x Speedup
Project 7: The Data Synchronizer (UBT Extension)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C# (for UBT) / C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 3. The âService & Supportâ Model
- Difficulty: Level 4: Expert
- Knowledge Area: Build System / Automation
- Software or Tool: Unreal Build Tool (UBT)
- Main Book: Unreal Engine Documentation: âUnreal Build Toolâ
What youâll build: A custom build step in C# that reads a CSV file of game constants and automatically generates a C++ .generated.h file containing those constants before the compiler starts.
Why it teaches UE5 Architecture: This is meta-programming. Youâll learn how UnrealBuildTool orchestrates the compilation. Youâll understand the âgenerated codeâ pattern that Unreal itself uses for its reflection macros.
Core challenges youâll face:
- C# for Tooling â maps to working within the UBTâs C# environment
- File I/O Hooks â maps to finding the right time in the build graph to run your code
- Header Guards â maps to writing C++ code programmatically that doesnât break the build
Real World Outcome
You update a âWeaponDamage.csvâ file. You hit âBuildâ in Visual Studio. Suddenly, your C++ code has access to a new FConstants::Sword_Damage variable without you ever typing it in a header.
Generated File Sample:
// AUTO-GENERATED - DO NOT EDIT
#pragma once
namespace GConstants {
constexpr float Sword_Damage = 15.0f;
constexpr float Axe_Damage = 25.0f;
}
Project 8: The Multicast Ability (Mastering GAS)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 1. The âResume Goldâ
- Difficulty: Level 4: Expert
- Knowledge Area: Gameplay Ability System (GAS)
- Software or Tool: AbilitySystemComponent
- Main Book: âThe GAS Documentationâ by Tranek
What youâll build: A âMeteor Strikeâ ability using the Gameplay Ability System. It must handle mana cost, cooldown, target selection, and network replicationâall in C++.
Why it teaches UE5 Architecture: GAS is the most complex framework in Unreal. It combines reflection, networking, and attribute management. Building an ability in C++ (rather than Blueprints) forces you to understand the UGameplayAbility lifecycle.
Core challenges youâll face:
- Attribute Sets â maps to defining Health/Mana variables that GAS can modify
- Gameplay Tags â maps to using the tag-based state system (e.g., âState.Stunnedâ)
- Prediction â maps to making the ability feel instant on the client while the server validates
Real World Outcome
A networked combat system where casting a spell is robust. If the player lags, the server correctly rolls back the ability. The cooldown and mana are perfectly synced across all clients.
Example GAS Debug Window:
[ AbilitySystemComponent ]
- Active Tags: Character.Casting, State.Invulnerable
- Attributes: Health=100, Mana=45 (-5 /sec)
- Active Effects: GE_Regen_C
Project 9: The Secure Save System (FArchive Customization)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 3. The âService & Supportâ Model
- Difficulty: Level 3: Advanced
- Knowledge Area: Serialization / Security
- Software or Tool: FArchive / FileHelpers
- Main Book: âThe C++ Programming Languageâ by Bjarne Stroustrup
What youâll build: A system that saves the game world state into a binary format using FArchive. Youâll add a simple XOR encryption layer to prevent users from editing their save files in Notepad.
Why it teaches UE5 Architecture: It teaches you the Serialization system. Youâll learn how operator<< is overloaded in Unreal to pipe data into files, memory, or network packets.
Core challenges youâll face:
- Binary Layout â maps to manually ordering how bytes are written to disk
- Object References â maps to serializing pointers to actors so they âre-linkâ on load
- Encryption Buffers â maps to modifying the data stream as itâs being written
Real World Outcome
A save file that looks like gibberish in a hex editor but loads perfectly in-game. Itâs 10x smaller than a JSON or XML save and much faster to load.
Save File Hex (XORed):
0000000: 4D 53 56 01 // MAGIC_HEADER
0000004: FF 34 A2 11 // [Encrypted Data Block]
0000008: 00 00 12 00 // [Encrypted Data Block]
Project 10: The Gradient Designer (Custom Property Types)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++ / Slate
- Alternative Programming Languages: N/A
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 2. The âMicro-SaaS / Pro Toolâ
- Difficulty: Level 5: Master
- Knowledge Area: Reflection / Property Customization
- Software or Tool: IPropertyTypeCustomization
- Main Book: Unreal Engine Documentation: âProperty Customizationâ
What youâll build: A custom USTRUCT called FColorGradient and a corresponding Slate UI that replaces the default text fields with a visual gradient slider in the Details panel.
Why it teaches UE5 Architecture: It shows you how the Details panel works. Youâll learn how to intercept Unrealâs reflection system to provide a better UI for specific data types. This is how you make your C++ systems âDesigner Friendlyâ.
Core challenges youâll face:
- Property Handles â maps to accessing and setting values through the IPropertyHandle interface
- Slate Drawing â maps to drawing custom shapes and colors directly in a UI widget
- Transaction System â maps to making sure âUndoâ (Ctrl+Z) works with your custom UI
Real World Outcome
In the Details panel for any Actor with a FColorGradient property, instead of seeing an array of floats, the designer sees a beautiful visual slider where they can click to add color keys.
Example Details UI:
[ My Color Gradient ]
[ â ----â ----â ----â ] <-- Visual Slider
[ 0.0 0.5 0.8 1.0 ]
Project 11: The Level Heatmap (FEditorViewportClient)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 4: Hardcore Tech Flex
- Business Potential: 2. The âMicro-SaaS / Pro Toolâ
- Difficulty: Level 5: Master
- Knowledge Area: Editor Viewports / Rendering
- Software or Tool: FEditorViewportClient / FCanvas
- Main Book: Unreal Engine Documentation: âEditor Viewportsâ
What youâll build: A custom editor viewport that visualizes âPlayer Death Heatmapsâ. It overlays colored circles on the level map based on data from your analytics system.
Why it teaches UE5 Architecture: This is a deep dive into how the Editor renders its 3D windows. Youâll learn to draw custom debug geometry and handle camera input in a specialized viewport context.
Core challenges youâll face:
- Canvas Drawing â maps to drawing 2D overlays on top of a 3D scene
- Viewport Interaction â maps to overriding mouse input to âpickâ data points in 3D space
- Performance â maps to efficiently drawing thousands of data points without lagging the editor
Real World Outcome
A new âHeatmapâ tab in the editor. When enabled, the level glows with red and blue circles indicating where players are dying most frequently, helping you balance the level design.
Visual Outcome:
[ Level Viewport ]
(Room A) -- [Red Glow: High Death Count]
(Room B) -- [Blue Glow: Low Death Count]
Project 12: The Global Event Bus (Engine Subsystems)
- File: UNREAL_ENGINE_CPP_MASTERY.md
- Main Programming Language: C++
- Alternative Programming Languages: N/A
- Coolness Level: Level 3: Genuinely Clever
- Business Potential: 4. The âOpen Coreâ Infrastructure
- Difficulty: Level 3: Advanced
- Knowledge Area: Global State / Lifecycle Management
- Software or Tool: UEngineSubsystem
- Main Book: Unreal Engine Documentation: âSubsystemsâ
What youâll build: A UEngineSubsystem that acts as a central hub for all game events (e.g., âObjectiveCompleteâ, âPlayerLeveledUpâ). Any object in the game can subscribe to this bus.
Why it teaches UE5 Architecture: It teaches you the modern alternative to Singletons. Youâll learn how to create global services that manage their own lifecycle and are automatically created by the engine.
Core challenges youâll face:
- Global Lifecycle â maps to knowing when a subsystem initializes vs a GameInstance
- Multicast Delegates â maps to broadcasting events to an unknown number of listeners
- Memory Safety â maps to ensuring that destroyed objects donât stay subscribed to the bus (avoiding crashes)
Real World Outcome
A clean, decoupled architecture. Your Quest actor doesnât need to know about the Player. It just says EventBus->Broadcast("QuestComplete"), and the UI and Achievement systems (which were listening) react instantly.
Log Output:
LogEventBus: Broadcasting event: Mission_1_Complete
LogAchievements: Achievement UNLOCKED: 'First Steps'
LogUI: Displaying Toast: 'Mission Complete!'
Project Comparison Table
| Project | Difficulty | Time | Depth of Understanding | Fun Factor |
|---|---|---|---|---|
| 1. Spell Registry | Level 1 | Weekend | High (Reflection) | 3/5 |
| 2. Health Component | Level 2 | Weekend | High (Composition) | 4/5 |
| 3. Game State | Level 2 | 1 Week | High (Networking) | 3/5 |
| 4. Dialogue Editor | Level 4 | 3 Weeks | Extreme (Editor/Slate) | 5/5 |
| 5. Stylized Outliner | Level 3 | 1 Week | High (Rendering) | 5/5 |
| 6. Pool Allocator | Level 4 | 2 Weeks | Extreme (Memory) | 3/5 |
| 7. UBT Extension | Level 4 | 1 Week | High (Build Sys) | 4/5 |
| 8. GAS Ability | Level 4 | 2 Weeks | Extreme (Framework) | 5/5 |
| 9. Secure Save | Level 3 | 1 Week | High (Serialization) | 3/5 |
| 10. Gradient Designer | Level 5 | 2 Weeks | Extreme (Reflection) | 4/5 |
| 11. Heatmap Viewport | Level 5 | 3 Weeks | Extreme (Editor/Draw) | 5/5 |
| 12. Global Event Bus | Level 3 | Weekend | High (Subsystems) | 4/5 |
Recommendation
If you are a C++ pro but new to Unreal: Start with Project 6 (Pool Allocator). It will speak your language (memory) while introducing you to the engineâs constraints.
If you want to build a career in AAA: Focus on Project 8 (GAS) and Project 4 (Dialogue Editor). These are the specific skills lead engineers look for.
If you are an Indie Dev: Master Project 1 (Data Assets) and Project 12 (Event Bus). They will save you months of technical debt.
Final Overall Project: The âBattle Royaleâ Engine Core
What youâll build: A framework for a multiplayer competitive game that combines every project above.
- Backend: Custom Subsystem (#12) for match matchmaking.
- Gameplay: GAS-based combat (#8) with reusable components (#2).
- Tooling: A custom Map Editor (#11) and Dialogue system (#4) for NPC interactions.
- Optimization: Custom memory pooling (#6) for high player counts.
- Persistence: Encrypted binary saves (#9) for persistent rankings.
Summary
This learning path covers Unreal Engine 5 C++ through 12 hands-on projects. Hereâs the complete list:
| # | Project Name | Main Language | Difficulty | Time Estimate |
|---|---|---|---|---|
| 1 | Spell Registry | C++ | Level 1 | Weekend |
| 2 | Health Component | C++ | Level 2 | Weekend |
| 3 | Game State Manager | C++ | Level 2 | 1 Week |
| 4 | Dialogue Graph Editor | C++ / Slate | Level 4 | 3 Weeks |
| 5 | Stylized Outliner | C++ / HLSL | Level 3 | 1 Week |
| 6 | Object Pool Allocator | C++ | Level 4 | 2 Weeks |
| 7 | Data Synchronizer | C# / C++ | Level 4 | 1 Week |
| 8 | Multicast Ability | C++ (GAS) | Level 4 | 2 Weeks |
| 9 | Secure Save System | C++ | Level 3 | 1 Week |
| 10 | Gradient Designer | C++ / Slate | Level 5 | 2 Weeks |
| 11 | Level Heatmap | C++ | Level 5 | 3 Weeks |
| 12 | Global Event Bus | C++ | Level 3 | Weekend |
Recommended Learning Path
For beginners: Start with projects #1, #2, #12. For intermediate: Jump to projects #3, #5, #9. For advanced: Focus on projects #4, #6, #8, #10, #11.
Expected Outcomes
After completing these projects, you will:
- Understand every Unreal C++ Macro (
UCLASS,UPROPERTY, etc.) from a compilerâs perspective. - Be able to build custom tools and graph editors inside the Unreal Engine.
- Master the Gameplay Ability System (GAS) for high-end combat.
- Write custom shaders and rendering passes in C++.
- Control memory allocation and garbage collection for 144FPS performance.
- Build robust, networked game states for multiplayer.
Youâll have built 12 working projects that demonstrate deep understanding of Unreal Engine 5 from first principles.