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Make a 2D platformer in Unreal engine 5 C++

Building a 2D platformer in Unreal Engine 5 with C++ starts with setup, then moves into the systems that make the project playable. The workflow runs from environment setup and configuration into base classes, player logic, interaction systems, enemies, and dynamic sound FX, keeping every stage tied to the actual game loop.

Setting up the Unreal Engine 5 workflow

The course begins with the groundwork needed to work in Unreal Engine 5. It covers mastering Unreal Engine 5 setup and configuration, along with setting up environments and setting up Unreal environments. That opening stage gives the project a stable starting point before any platforming systems are built.

It is framed as master C++ game development in Unreal Engine 5, so the setup stage is not treated as a side note. The environment comes first because the rest of the course depends on it, from the base classes to the player and enemy interactions later in the build.

The material runs for 6h 14m and is marked for all levels. It is also published Dec 09, 2025. That makes the structure easy to read as a compact build path rather than a long-form theory series, with step-by-step guidance and hands-on projects carrying the project forward.

The audience is broad on purpose. It is aimed at aspiring game developers, hobbyists, and professionals who want to create a 2D platformer using Unreal Engine 5 and C++. It also fits complete beginners who want to get into game development, programming enthusiasts looking to expand their skills, and experienced developers who want to explore Unreal Engine 5’s capabilities.

Base classes, the 2D map, and player structure

Once the project environment is in place, the course shifts into the core code structure. The curriculum includes creating base class C++, creating a 2D map with Unreal Engine, player base C++, and an animation state machine. Those pieces give the platformer a working skeleton before the more detailed interaction work begins.

  • Creating base class C++
  • Creating a 2D Map with Unreal Engine
  • Player Base C++
  • Animation State Machine

That sequence matters because it moves from shared foundation to player-specific behavior. A base class gives the project a coded starting point. The 2D map establishes the space the player moves through. Player Base C++ keeps movement and behavior tied to code, and the animation state machine connects motion with the character state.

This is where the platformer starts taking shape as an actual game build instead of a collection of isolated exercises. The player logic, level structure, and animation system all connect to the same workflow, which is a practical way to learn how Unreal Engine 5 and C++ fit together in a 2D project.

Platform interactions and player response

The middle of the curriculum focuses on how the player meets the level. It includes building platform interaction, crafting a functional ladder interaction, player damage and interaction, and creating user widget. Those items shape how movement is handled, how the player responds to hazards, and how information appears on screen.

Platform interaction and ladder interaction make the level more than a flat path. They add specific movement tasks that the player must handle inside the platformer space. Player damage and interaction bring response into the system, so the project can account for what happens when the player is affected by the game world.

The user widget work adds a visible interface layer to that gameplay flow. It sits alongside the movement and interaction systems rather than replacing them, which keeps the course focused on building a complete platformer loop. The material also aligns with the stated goal of advanced player and enemy interactions, so the player side is not limited to basic movement alone.

The course description emphasizes that participants get practical knowledge they can use to bring game ideas to life. In this part of the curriculum, that shows up as a direct sequence of implementation work: handle the platform, handle the ladder, handle damage, and then present information through a widget.

Enemies, moving platforms, and sound

Later modules extend the world with an enemy base class, a moving platform, and dynamic sound FX in Unreal Engine C++. These additions give the 2D platformer more activity and more moving parts without drifting away from the core structure established earlier.

An enemy base class creates the foundation for adversary logic. A moving platform adds motion to the level itself. Dynamic sound FX brings audio into the same C++ workflow, so the project does not stop at movement and interaction alone.

This section is important because it closes the loop between level design and gameplay response. Enemies change how the player approaches the stage. Moving platforms change how the space behaves. Sound FX adds another layer of feedback as the game runs. Together, those modules support the goal stated at the start of the course: moving from environment setup to advanced player and enemy interactions in Unreal Engine 5.

For anyone working through a 2D platformer in Unreal Engine 5 and C++, the course stays centered on production-oriented pieces rather than abstract theory. It begins with the workspace, builds the player and map structure, adds interactions and UI, then finishes with enemies, moving platforms, and dynamic sound FX as the final gameplay layer.


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