Intermediate to Advanced 15 lessons 15 lessons

Build a 3D Stealth Vertical Slice in Unreal Engine 5.5

Course Overview

Course Overview

This course is a project-first path through a single stealth mission in Unreal Engine 5.5. You will lock a tight fantasy, build a readable space, implement perception and AI states, tune difficulty, optimize for real hardware, and finish with a capture-ready build plus case study.

Each lesson targets one outcome so you can stop at any milestone and still have something shippable to show.

What You Will Learn

  • Scope a stealth vertical slice that fits finite time without turning into full-game soup.
  • Greybox and light a space that teaches cover, sightlines, and risk/reward routes.
  • Implement and tune suspicion, search, and combat fallbacks that feel fair.
  • Use UE5.5 tools pragmatically (Lumen/Nanite budgets, profiling, packaging pitfalls).
  • Run a small playtest loop and export a short trailer slice with honest patch notes.

Who This Is For

  • Unreal users who want a focused stealth sample, not another endless prototype.
  • Designers who can block out space and want clearer fail-forward stealth rules.
  • Small teams building a vertical slice for publishers, portfolios, or internal greenlight.

Course Structure

Lessons move from creative lock to technical execution, then shipping:

  1. Mission fantasy and success conditions
  2. Project setup and folder standards
  3. Mission greybox and navigation readability
  4. Stealth player controller baseline
  5. Enemy perception setup
  6. Patrol routes and guard schedules
  7. Suspicion through combat state flow
  8. Gadgets and distractions
  9. Objectives and checkpoints
  10. UI, detection feedback, accessibility
  11. Audio mix for stealth readability
  12. Lighting and visibility tuning
  13. Performance optimization pass
  14. Playtest and balance iteration
  15. Packaging, trailer capture, and case study

Learning Outcomes

By the end, you will have:

  • A playable vertical slice with one complete mission arc.
  • Documented design pillars and metrics you used to tune detection.
  • A repeatable export and capture checklist for UE 5.5.

Start Here

Begin with Lesson 1: Mission Fantasy and Success Conditions to lock scope before touching editor layout. Continue with Lesson 2: Unreal 5.5 Project Setup and Folder Standards to stand up the project tree and version control habits, then Lesson 3: Greybox the Mission Space to validate layout. Lesson 4: Player Stealth Controller Baseline wires crouch, speed bands, and noise or visibility stubs. Lesson 5: Enemy Perception Setup adds AI Sight, hearing, and alert hooks for those signals. Lesson 6: Patrol Routes and Guard Schedules turns those alerts into movement priorities with Behavior Trees and patrol loops. Lesson 7: Suspicion to Combat State Machine adds investigate, search timers, cooldowns, and a scoped Engaged branch. Lesson 8: Stealth Tools and Gadgets adds noise distractions and temporary disables that feed the same perception and Blackboard stack. Lesson 9: Objective and Checkpoint Flow adds a mission director, primary/secondary goals, and fail-forward checkpoints. Lesson 10: UI and Player Feedback binds UMG to that director and to perception-driven detection readouts. Lesson 11: Audio Stealth Mix and Spatial Cues adds footsteps, attenuation, occlusion, and alert stingers tied to the same AI state the HUD shows. Lesson 12: Lighting and Visibility Tuning locks exposure and Lumen contrast so sightlines match perception and UI readability. Lesson 13: Performance Optimization Pass profiles Game, Draw, and GPU time and trims Lumen, Nanite, and post to hit a stable frame budget in packaged builds. Lesson 14: Playtest Protocol and Balance Iteration runs scripted routes, telemetry for time-to-detect, exploit triage, and patch notes per build. Lesson 15: Packaging, Trailer Capture, and Case Study ships a Shipping build, Sequencer trailer rails, and a pillar-aligned case study page.

Community and Support

Pair this track with our Unreal Engine guides for broader reference. When packaging breaks, our UE 5.5 packaging help covers common plugin and module errors.

Course Lessons

Course Lessons

Follow these lessons in order to complete the course

3

Lesson 3: Greybox the Mission Space

50 minutes Unreal Engine 5.5 level design

Block out your Unreal 5.5 stealth mission with readable cover rhythm, traversal cadence, and sightlines that match the Lesson 1 beat sheet before you author final meshes.

Published
5

Lesson 5: Enemy Perception Setup

60 minutes Unreal Engine 5.5 AI Perception

Add AI Perception—sight and hearing—to an Unreal 5.5 guard so Lesson 4 movement, noise, and exposure values actually drive alertness before patrol trees ship in Lesson 6.

Published
6

Lesson 6: Patrol Routes and Guard Schedules

65 minutes Unreal Engine 5.5 Behavior Trees

Give Unreal 5.5 guards readable patrol loops using Behavior Trees and Blackboards that consume Lesson 5 alert data, with wait nodes and schedule swaps that stay fair in your greybox.

Published
7

Lesson 7: Suspicion to Combat State Machine

70 minutes Unreal Engine 5.5 stealth AI

Turn Unreal 5.5 guard alert levels into a short search loop, timed cooldowns, and a controlled path toward combat or stand-down so stealth stays readable before gadgets ship in Lesson 8.

Published
8

Lesson 8: Stealth Tools and Gadgets

75 minutes Unreal Engine 5.5 stealth

Add distraction throwables and a temporary disable gadget in Unreal 5.5 so your Lesson 5–7 AI states face player-authored stimuli, cooldowns, and fair counterplay.

Published
9

Lesson 9: Objective and Checkpoint Flow

70 minutes Unreal Engine 5.5 stealth

Wire primary and optional objectives with fail-forward checkpoints in Unreal 5.5 so your stealth slice has a shippable mission arc without hard-blocking the player on every mistake.

Published
10

Lesson 10: UI and Player Feedback

65 minutes Unreal Engine 5.5 stealth

Bind UMG widgets to your MissionDirector and perception values so objectives, detection, and setbacks read clearly—without the HUD disagreeing with AI in Unreal 5.5.

Published