Unreal Engine 5 C++ FPS Architecture — Escape the Tutorial Trap

Опубликовано: 21 Июнь 2026
на канале: Englishman Unreal
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Stop building your FPS project the wrong way. In this Unreal Engine 5 C++ tutorial, we take
the Ghost Alpha framework from concept to a working architecture — decoupled, data-driven,
and built to scale.

Most Unreal Engine tutorials teach quick fixes. This episode focuses on the professional
architecture decisions that separate hobby projects from production-grade games. We move away
from hard-coded logic and toward a modular, C++-first system.

In this episode:
→ Setting up the core C++ class structure for Ghost Alpha
→ Separating input logic from movement and weapon systems
→ Why modular components beat monolithic Blueprint logic every time

If you've been stuck in tutorial hell, this is where you break out.

#UnrealEngine5 #CPlusPlus #GameDev

00:00 Introduction
01:00 Framework Notice
01:33 Welcom Back
01:52 My FPS History
02:25 Recap Part I
02:56 Creating Ghost Alpha
04:22 Using Blank not FPS Template
05:43 FPS Class Overview
06:05 UE5 Content Browser Folder Structure
06:52 UE5 C++ folder Structure
07:25 Class Ownership and Responsibilties
08:24 Defining the Base Framework
08:53 Overview of Class Inheritance
09:52 How-To Creating the Classes
11:51 Dealing with Class Creation Issues
13:06 Creating Player Class Framework
13:54 Tips on Creating more classes
14:38 Creating Game Class Framework
15:13 Creating Component Class Framework
15:57 Creating Weapon Class Framework
16:53 Creating Attachment Mesh Framework
17:28 Creating Data Class Framework
18:20 Creating UI Class Framework
18:50 Naming Standards
19:45 Whats in Part III
20:17 Outro