Daniel Falci
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Blueprints for real-time 3D artists

If you make real-time 3D, the models and materials are only half of the job: someone has to decide what happens when the user clicks, moves or chooses. In Unreal Engine 4/5 that is Blueprints, the visual scripting system. The same interactions drive product visualization, configurators, virtual production, training and digital twins. This course teaches them in 129 lessons and 21.5 hours, with examples from architectural visualization.

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At a glance

Lessons
129
Hours of video
21.5
Modules
12
Level
Beginner → intermediate · no programming needed
Languages
Original audio in Portuguese, an AI-dubbed English audio track, and English and Spanish subtitles.
Certificate
Certificate of completion
Access
While the course is published, 1 year minimum
Guarantee
14-day full refund
Regular price
US$ 79 one-time payment; launch and seasonal offers are shown on the course page

What do real-time 3D artists need from Blueprints?

A scene that only plays back is a video. To be a product, a configurator or a simulation, it has to respond: show a different material when the user picks one, move the camera, open a panel, remember a choice. Those responses are built from a small set of ideas that the course teaches in order: variables, flow control, functions and events, communication between objects, time, vectors, materials and UI.

Which parts of the course carry over to other fields?

The examples come from architecture, but several interactions are not specific to it:

What is architecture-specific?

Doors, sliding doors, an elevator and a time-of-day control are shown on an architectural project. The logic behind them, such as rotating or moving a component over time with a Timeline, is general, and you adapt it to a cabinet, a vehicle door or a machine panel. The FAQ of the course says it plainly: the same Blueprints drive product configurators, virtual production, training simulations, digital twins and games.

Where does the course start?

At the editor, with no programming background assumed. The first modules cover what Blueprints are, variables and data types, arrays and flow control. Only then does the course move to Blueprint classes and actors, communication between Blueprints, time control, vectors and rotation, materials at runtime and UI, and finish with a complete hands-on project.

What you need

A computer that runs Unreal Engine 4 or 5 and the free editor. Most lessons were recorded in Unreal Engine 4, and the Blueprint nodes and concepts are the same in Unreal Engine 4/5. Audio is original Portuguese with an AI-dubbed English track and English and Spanish subtitles.

What the course covers

  1. Editor and Blueprint Fundamentals 9 lessons
    First steps: what Unreal Engine is, what Blueprints are, the editor, execution order, helpers and node types.
  2. Variables and Data Types 14 lessons
    Integer, Boolean, Float, Text, Object, Struct, Vector, Rotator and Transform; Get/Set, properties and operators.
  3. Arrays 11 lessons
    Creating and handling arrays: Get, Find, Length, Last Index, Is Valid Index, Contains, Insert, Remove, Clear and Append.
  4. Flow Control 12 lessons
    Switch, Branch, Do N, Do Once, Flip Flop, For Loop (with Break), Gate, Multi Gate, Sequence and While Loop.
  5. Functions, Events, Macros and Enums 6 lessons
    Reusable logic: collapsed nodes, events, functions, macros, macro libraries and enums.
  6. Blueprint Classes and Actors 9 lessons
    Actor, Game Mode, Character and Player Controller; moving, spawning and destroying actors; Is Valid; Get All Actors of Class.
  7. Blueprint Communication 7 lessons
    How one Blueprint talks to another: direct references, casting, Blueprint Interfaces and Event Dispatchers.
  8. Time Control 7 lessons
    FPS, Delta Time and Tick; Delay; Timelines with custom curves; Timers.
  9. Vectors and Rotation 11 lessons
    Spatial math for interaction: vector length, distances, normalized vectors, forward/right/up vectors, Rotate Vector, Find Look at Rotation, pitch/yaw/roll.
  10. Materials 2 lessons
    Materials at runtime: an introduction to materials and material instances.
  11. UI and HUD 8 lessons
    Interfaces with Widgets: input mode and focus, programming and styling the UI, text input.
  12. Hands-on Project: Interactive Architecture 33 lessons
    Everything applied to an architectural visualization: first-person character, material highlight, swaps and colors, doors, lights, exterior camera, menus, level loading and streaming, movable objects, audio, clock, minimap, camera modes, elevator, third person, save/load and more.

Free PDFs that go with this page

One-page guides made from the lessons, sent by e-mail.

Frequently asked questions

Is the course only for architecture?

No. The examples come from architectural visualization, but the same Blueprints drive product configurators, virtual production, training simulations, digital twins and games.

Are product or virtual production scenes included?

No. The course teaches the Blueprints and the project is architectural. You apply each interaction to your own scenes.

Do I need C++?

No. The interactions in the course are built with Blueprints only.

Do I need to know programming?

No programming experience is required. The course starts from the editor and builds up node by node.

What if it is not what I expected?

You can ask for a refund within 14 days of your purchase and get your money back in full.

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