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Teen 21 lessons ~168 min Printable lesson plan

🌊 The Deeps

The REAL UEFN island for the-deeps needs: TERRAIN/WORLD β€” underwater seafloor terrain with a custom-landscape water body (see create-a-body-of-water doc), the marble Athenaeum exterior, and the inner library wing built on a separate World Partition DATA LAYER (runtime-activated);

Reading level:
Teen

What you'll be able to do

  • Athenaeum Depths (feat. the Sunken Dive Round)

Lessons

  1. 1

    Read the Ancient Texts: Verse Naming Conventions

    Student can read and write professional Verse identifiers (PascalCase types, snake_case classes, descriptive names) so the deep-zone codebases stay legible.

  2. 2

    Relic Ledger: Dynamic Arrays (Add/Remove)

    Student can grow, shrink and rebuild Verse arrays immutably (array + element, RemoveElement, Slice) to track a changing set of relics.

  3. 3

    Listen to the Deep: Events Over Polling

    Student can replace loop+Sleep polling with Subscribe/Await reactive patterns and explain why event-driven code scales.

  4. 4

    Pressure Plates of the Athenaeum: trigger_device Deep Dive

    Student can wire trigger_device TriggeredEvent from Verse with agent payloads, enable/disable at runtime, and chain triggers into sequences.

  5. 5

    Lost at Sea: detect_player_leave Lifecycle Cleanup

    Student can subscribe to the player-removed lifecycle event and safely clean per-player map/array state mid-round.

  6. 6

    Divers vs Wardens: team_settings_and_inventory_device

    Student can configure per-team loadouts, spawn rules and inventory grants from Verse for a 2-team asymmetric mode.

  7. 7

    Through the Diver's Mask: First-Person Camera

    Student can push/pop the first-person gameplay camera per-agent from Verse (AddTo/RemoveFrom) to switch view on dive enter/exit.

  8. 8

    PROJECT: Sunken Dive Round (integrated mode)

    Student assembles trigger plates + team loadouts + first-person cam + relic arrays + leave-cleanup + an air-supply race timeout into one playable dive-round mode.

  9. 9

    Anatomy of the Deep: Entities & Components Mastery

    Student can create entities, attach/get components failably, and reason about the simulation entity tree beyond the intro level.

  10. 10

    Forge a Custom Component: relic_component

    Student can author a custom Verse component (fields, OnBegin/OnSimulate, per-entity data) and add it to entities at edit- and run-time.

  11. 11

    Currents and Coordinates: Hierarchy & Transforms

    Student can parent/unparent entities and manipulate local vs global transforms (translate/rotate/scale) through the hierarchy.

  12. 12

    The Swimming Relic: Animate-to-Targets Component

    Student can build a reusable component that eases an entity through keyframed target transforms over time (the scene-graph animation pattern above MoveTo/prop_mover).

  13. 13

    Blueprint of the Vault: Build a Relic PREFAB

    Student can package mesh + components + child entities into a reusable prefab, spawn instances at runtime, and version it for import by other islands/zones.

  14. 14

    UMG Widgets with Verse Custom Data Fields

    Student can build a UMG widget blueprint with custom data fields and drive them live from Verse (data binding), the newest UI workflow.

  15. 15

    Dress the Deep: Custom Asset Components (Mesh, VFX, SFX)

    Student can attach and drive mesh_component, particle/VFX and sound components from Verse so an entity looks, glows and sounds alive.

  16. 16

    Skeletal Mesh Components & Animation Playback

    Student can add a skeletal mesh component to a scene-graph entity and play/blend skeletal animations from Verse β€” the step between ease/prop animation and control rig.

  17. 17

    Lights of the Athenaeum: Cinematic Sequencer

    Student can author a Level Sequence in Sequencer (camera cuts, prop tracks) and play/stop/scrub it per-player from Verse via cinematic_sequence_device.

  18. 18

    The Hidden Wing: Data Layers Reveal

    Student can organize content into World Partition data layers and activate/deactivate them at runtime (via sequencer/device) to reveal the inner Athenaeum.

  19. 19

    Warden of the Depths: Advanced NPC Behavior

    Student can author a custom npc_behavior Verse class with a patrol/chase/return state machine, spawn it via npc_spawner_device, and react to perception.

  20. 20

    Puppet the Kraken: Animation up to CONTROL RIG

    Student can rig a skeletal mesh with Control Rig, keyframe rig controls in Sequencer, and trigger the rig-driven animation in-game β€” the summit of the island's animation arc.

  21. 21

    CAPSTONE: Athenaeum Depths

    Student ships the full two-phase minigame: the device-driven Sunken Dive Round fused with the scene-graph relic economy, sequencer/data-layer reveal, control-rig kraken and persistent progress.