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intermediate 8 lessons ~420 min Printable lesson plan

Build Modules: One Pattern, Three Worlds

This is the big one. Across seven modules and a capstone you'll build the systems real islands run on — and somewhere around the third module you'll notice the secret: a guard deciding when to chase, a companion deciding how it feels, and a crop deciding when to sprout are all the SAME machine. Learn it once, build worlds with it. Every line of code in this track compiled clean on the real UEFN compiler before it reached you.

Reading level:

What you'll be able to do

  • Design a state machine where concurrency IS the dispatch — race a state's timer against its triggers
  • Define game items as plain data and wire them through granter, spawner, and conditional-button devices
  • Build typed, capacity-guarded inventory stacks with a live UI
  • Compose dependent systems — an economy that rides your inventory without owning storage
  • Respect the island save budget: one shared persistent struct, never a map per system
  • Assemble a complete survival game mode from the modules you built

Lessons

  1. 1

    NPC State Machines

    Build the reusable NPC brain — a race-per-state machine any character can run.

  2. 2

    Sidekick Companions

    Carry the state machine into social AI: a mood-driven companion that follows, reacts, and bonds.

  3. 3

    Custom Items

    Make world items your game understands — defined as data, wired through devices.

  4. 4

    Custom Inventory

    Give players typed, capacity-guarded stacks with a live pouch UI — the foundation every economy rides on.

  5. 5

    Economy

    Earn, spend, purchase, unlock — flows built on the inventory you just made.

  6. 6

    Farming & Growing

    The same state machine, third world: plots that sprout, mature, wilt, and regrow.

  7. 7

    Zombie Survival

    The flagship end-to-end mode: waves, loot, and combat AI closing the loop.

  8. 8

    Capstone: Volcano Survival

    Put it all together on Emberpeak — a full survival game mode, phase by phase.