Unreal Engine 5.8 C++ Multiplayer First Person Shooter (Udemy.com)
Learn to code a fast-paced, competitive multiplayer FPS game in UE5 that works on both Dedicated and Listen Servers!
Created by: Stephen Ulibarri
Last updated July 2026
What you will learn
- Create a fully-functional, multiplayer First Person Shooter game in Unreal Engine 5.8
- Implement multiplayer shooter gameplay that works on Dedicated and Listen Servers
- Program with a data-driven approach, making use of Data Assets and Gameplay Tags for modular architecture
- Create a solid gameplay framework that adheres to software best practices
Course Description
In this course, you will learn how to program a multiplayer First-Person Shooter from scratch using industry best practices. This project scales to AAA quality competitive games, but also works for small indie games and single-player shooters.
With our data driven approach, we will create a scalable shooter game project designed to be extended with new capabilities and weapon types by changing adding assets and data, but not needing to alter existing code. Data assets store animations and montages, icons and UI messages, and our code references them efficiently with Gameplay Tags.
An asset pack is provided for this course, including all meshes, animations, weapons, sounds, Niagara system FX, and icons we will be using throughout the course. No need to find free assets or retarget animations.
In this course, you will learn:
How to set up first and third-person meshes for first-person shooters in multiplayer
Setting up Enhanced Input for handling locomotion as well as shooter-specific inputs like firing, reloading, cycling, and aiming
Creating a weapon inventory with weapon cycling, designed for any number of weapons. Rifle and Pistol meshes are provided
Creating Data Assets for efficiently organizing animations and montages that our character Animation Blueprints reference to easily blend to the correct pose based on the current weapon
Creating a full-fledged Animation Blueprint for both first and third person meshes, with aim offsets, hand IK, strafing, jumping, crouching, and turn-in-place with orientation warping. All animations are provided.
Implementing Client-Side Prediction for Ammo, retaining server-side authority while keeping the client-side experience responsive and instantaneous
Implementing weapon aiming, with aim animations and field-of-view zooming and look-sensitivity adjustment
Weapon firing in multiplayer for both automatic and semi-auto fire
Weapon fire effects, including muzzle flashes, impact particles, weapon trails, bullet hole decals, and dynamically-changing effects based on the physical surface hit (concrete, glass, character). Weapon fire sounds and weapon animations and shell-eject particles.
UI displaying health, ammo, reserve ammo, and player score.
Dynamically-changing reticles that switch per weapon, animated with dynamic material instance parameters. Reticles expand, shrink and morph, and change color with weapon fire, aiming, and targeting other players
Reloading weapons, adding ammo with ammo pickups, automatic reload when emptying the weapon, picking up ammo with an empty weapon, and swapping to an empty weapon
Causing damage, detecting head shots, implementing player elimination and respawning
Collecting player stats and displaying UI messages in response to special elims, including:
Gaining and losing the lead, and tying the leader.
First blood (getting the first elimination)
Showstopper (ending someone's spree)
Elim streak
Spree
Dethrone (eliminating the leader)
Revenge (eliminating the last person who defeated you)
Sequential (double elim, triple elim, etc)
Headshot elim
Collecting stats such as hits and missed shots, elims, and defeats
The project we create in this course works on:
Dedicated Servers
Listen Servers
Single-player, standalone mode
and we test all three modes in the PIE (play-in editor)
This course is the culmination of over a decade of heavy Unreal Engine C++ multiplayer experience. It is programmed according to the SOLID software design principles and architected for modularity and scalability.
This course assumes you already understand C++ and have created C++ projects in Unreal Engine. Knowledge of Unreal Engine multiplayer concepts is a plus, but not required. If you've taken my Multiplayer C++ CRASH COURSE, you are prepared for this course.
You will have access to the Druid Mechanics Discord Community, where students are already showing off their progress with this course, and some are using their own custom assets for their shooter games!
I hope you're excited to create a First-Person Shooter!
See you soon,
Stephen
Instructor Details
- 4.9 Rating
86 Reviews
Stephen Ulibarri
When I earned my bachelor's degree in Chemical Engineering, I was exposed to the world of programming. I was instantly hooked. I have a passion for game development and a love for creative problem solving. I have written and self-published a science fiction novel and love all things creative. I have experience assisting and tutoring in engineering, mathematics, physics, chemistry, and programming.
I have since gained professional industry experience in the world of surgical simulations. It is extremely rewarding and my passion is to pass on my knowledge so others can achieve a highly engaging and fun career as I have!
I enjoy biking, drawing, 3D-design, and procedural generation in video games. I am proud to have many talented game developers and students in my online community: Druid Mechanics.
I have also written and published a book on Unreal Engine C++ titled: Unreal Engine C++ The Ultimate Developers Handbook.
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Reviews
By Tyler Potenberg on 8/30/2026
Stephen is the best at explaining things! Pretty sure I have all of his Udemy courses and maybe even 1 or 2 on GDTV.
By Ramzel Suarez on 8/17/2026
I think it's just me but my eliminations are not manifesting in the SpecialElim widget. As well as score not manifesting in the score widget that I have to watch everything again. Module 9 was complicated. But overall it was okay. Thank you for all that you do!
By Andrew Corkill on 8/8/2026
Another great course from Stephen. I like how this course was focused on mechanics, as opposed to build an entire game with environments etc. This helped me to focus on the implementation principles that I can then generalize to my own games. A+.
By Daniel Halbrooks on 8/7/2026
Career Software Engineer here, love learning about Unreal through all of Stephen's videos. He really knows his stuff, and how to help you learn it. Very responsive in his discord also! Been a customer for a long time, and hopefully for a very long time in the future too.
By Saverio Fontana on 7/28/2026
Thank you, Stephen, for creating these incredible courses. They played a huge role in helping me build my multiplayer project and deepen my understanding of Unreal Engine. I couldn't have achieved the same result without the knowledge and best practices I learned along the way. I wanted to give something back to the community by releasing my own open-source project. If you're interested, feel free to check it out: https://www.youtube.com/watch?v=2zxPoy54A3M
By Francisco V. Diaz on 7/25/2026
I have been doing all Stephen's courses and recently I have found a job in the gamedev industry thanks to him! Another incredible course. Awesome!
By James Heath on 7/14/2026
I've taken a few courses by Stephen, every single one has been fantastic. He's a great tutor, I cant recommend any of his Unreal Engine courses enough if you want to learn the engine.
By Gordon Morrow on 7/10/2026
This course is what I have come to expect from Ulibarri. Well thought out, and clean. With good solid code. So I can be confident that if something goes sideways. 99.9% of the time, its on my end and I will eventually find my mistake. :p
By Maurus Schlumpf on 7/8/2026
⭐⭐⭐⭐⭐ Once again, an excellent lesson! This tutor is a professional, patient, motivating, and always explains everything clearly. Simply the best tutor on the market. And still… the undisputed tutoring champion!
By JangJiHun on 7/7/2026
The course content is always excellent. The speaking speed is highly appropriate for non-native speakers, which allowed me to easily understand the concepts, read the subtitles, and code along at the same time.
Quality Score
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Overall Score : 98 / 100












