How to Make a Game in Unreal Engine 5: A Beginner's Guide

Learn how to make a game in Unreal Engine 5 for free: check your PC, install it, learn the editor, build a small coin game with Blueprints and package it.

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Illustration: Make a Game in Unreal Engine 5

To make a game in Unreal Engine 5, install it for free through the Epic Games Launcher and start a project from a template. Then add your game rules with Blueprints, Unreal's drag-and-drop scripting. You do not need to know how to code. In this guide you build a small collect-and-escape game: grab five coins, unlock the exit, win, and then turn it into a program your friends can play.

Time neededOne weekend (6 to 10 hours)
CostFree
You needA gaming PC or a recent Mac
Skill levelTotal beginner

Can your PC run Unreal Engine 5?

Unreal Engine 5 is the heaviest of the big free game engines. It builds detailed 3D worlds, and the editor needs a strong computer to do that smoothly. Check your PC before you download tens of gigabytes. On Windows, press Ctrl + Shift + Esc and open the Performance tab to see your memory and graphics card.

PartEpic recommends (Windows, Unreal Engine 5.8)What still works for small projects
SystemWindows 11Windows 10 version 22H2, Epic's minimum
ProcessorQuad-core Intel or AMD, 2.5 GHz or fasterAny recent quad-core, just slower
Memory (RAM)32 GB16 GB, with slower loading
Graphics cardDirectX 12 card with 8 GB or more of video memoryAn older gaming card on lower settings
StorageNo fixed number; the installer shows the sizeAn SSD (fast drive) with at least 100 GB free

On a Mac, Epic's minimum is an Apple silicon chip (M1 or newer), macOS Sonoma 14.5 and 16 GB of memory. It recommends an M3 chip or newer with 32 GB. School Chromebooks and most office laptops cannot run the editor. If your PC is on the weak side, you can still learn: pick the lighter settings shown below and keep your levels small. Epic lists the full details on its hardware and software specifications page.

How to install Unreal Engine 5

Unreal Engine is free to download and use. You only pay a royalty if a game earns more than one million US dollars, and our guide Is Unreal Engine free? explains exactly how that works.

Under 18? Bring an adult

You need an Epic Games account, and you must accept Epic's license (the EULA) before you can install. If you are under the age of adulthood where you live, a parent or guardian needs to agree to the license too. Ask them to read it with you before you click accept.

  1. Download the Epic Games Launcher from the official Epic Games website, install it and sign in.
  2. Open the engine library. Click Unreal Engine in the left menu, then the Library tab.
  3. Add an engine version. Click the + button next to ENGINE VERSIONS. A new tile appears with the newest version selected. As of November 2026 that is Unreal Engine 5.8. If a version is marked Preview, pick the newest one without that word: previews are test versions that can crash.
  4. Choose what to install. Click Install, accept the license, and open Options. Keep Starter Content and Templates and Feature Packs. Leave Editor symbols for debugging unticked, because it is huge and beginners do not need it. The dialog shows how much space your choice needs.
  5. Wait, then launch. The download often takes one to two hours. When it finishes, click Launch on the engine tile.

Epic's installation guide shows the same steps with screenshots. Macs use the same launcher; Linux has a separate download.

Your first weekend with Unreal Engine 5 Six steps in two rows with rough times: install the engine in one to two hours, create a template project while shaders compile for 10 to 40 minutes, build the game in four to six hours, playtest with friends, package it in 10 to 30 minutes, then zip the folder and share it. 1. Install 1 to 2 hours 2. New project shaders: 10 to 40 min 3. Build it 4 to 6 hours 4. Playtest Alt+P, then friends 5. Package 10 to 30 minutes 6. Share zip the whole folder times are typical for a first project
A realistic first weekend: most of the waiting happens during install, shader compiling and packaging.

Create your first project from a template

A template is a ready-made starter project. The Third Person template gives you a character that already runs, jumps and has a camera. That saves you hours.

  1. In the Unreal Project Browser that opens, choose the Games category and click Third Person. If you are offered extra variants, keep the default choice.
  2. Under Project Defaults, pick Blueprint (not C++) and Desktop. Choose Maximum quality on a strong PC, or Scalable on a weaker one.
  3. Tick Starter Content. It adds simple shapes and materials you will use. Leave Ray Tracing off.
  4. Name the project CoinEscape with no spaces, pick a folder with plenty of space, and click Create.

The first time a project opens, Unreal compiles shaders, the small programs your graphics card uses to draw materials. A counter shows the progress. It can take 10 to 40 minutes. This is normal, and it is much faster next time.

The Unreal Editor in five minutes

A level is one map of your game. Everything you place in it is an actor: the floor, a light, the player, a coin. Every file in your project, such as a 3D model or a sound, is an asset.

The main parts of the Unreal Editor A sketch of the editor window. The menu bar and main toolbar run along the top. The large Level Viewport fills the middle left. The Outliner is at the top right with the Details panel below it. The bottom toolbar holds the Content Drawer and the Output Log. Menu bar: File, Edit, Window, Tools, Help Main toolbar: Save, Play, Platforms Level Viewport your 3D world; hold right mouse and press W A S D to fly W move, E rotate, R scale Outliner list of every actor Details settings of the selected actor Content Drawer (Ctrl+Space): your assets Output Log: messages and errors
The four areas you use all the time: the viewport, the Outliner, the Details panel and the Content Drawer.
  • Move the camera: hold the right mouse button and press W A S D. Press F to zoom to the selected actor.
  • Change an actor: click it, then press W to move, E to rotate or R to scale.
  • Test the game: click Play or press Alt + P. Press Esc to stop and Shift + F1 to get your mouse back while playing.
  • Find assets: press Ctrl + Space to open the Content Drawer.

Epic's editor interface page names every button if you get lost.

Step 1: Make coins that count

Here is the plan. The player collects five coins. A counter shows progress. The exit only lets you win when all five are collected. You build it with Blueprints: visual scripts made of boxes called nodes, joined by wires. Our Blueprints guide for beginners explains them in more depth.

  1. Give the player a coin counter. In the Content Drawer, open ThirdPerson > Blueprints > BP_ThirdPersonCharacter, or type its name in the search box. In the My Blueprint panel, click + next to Variables, name it Coins and set its type to Integer (a whole number). Click Compile, then Save.
  2. Create the coin. Right-click an empty spot in the Content Drawer and choose Blueprint Class. In the window that opens, click Actor, then name the new asset BP_Coin. Double-click to open it.
  3. Shape it. Click Add in the Components panel and add a Cylinder. In Details, set Scale to 0.6, 0.6, 0.1 and Rotation X to 90 so it stands up like a coin. Under Materials, pick a gold one from Starter Content, such as M_Metal_Gold.
  4. Let the player pass through. With the Cylinder selected, set Collision Presets to OverlapAllDynamic and make sure Generate Overlap Events is ticked. An overlap is when two things touch without blocking each other.
  5. Make it spin. Click Add again and add a Rotating Movement component. No script needed.
  6. Write the logic in the Event Graph tab. In the plan below, each line is one node and each arrow is a white execution wire.
Event ActorBeginOverlap (Other Actor)
  -> Cast To BP_ThirdPersonCharacter (Object = Other Actor)
     -> Set Coins  (Coins + 1)
     -> Destroy Actor (Self)

// How to make each node:
// 0. Event ActorBeginOverlap is already in the graph,
//    greyed out. If not, right-click and search for it.
// 1. Drag from Other Actor, type "Cast To BP_Third"
// 2. Drag from "As BP Third Person Character",
//    type "Get Coins", then add a "+" node set to 1
// 3. Drag from the same pin, type "Set Coins"
// 4. Right-click empty space, type "Destroy Actor"
// 5. Join the white execution pins from left to right

A cast checks "is the thing that touched me really the player?" and, if so, gives access to its variables. If an enemy rolls into the coin, the cast fails and nothing happens. Compile, save, then drag five coins from the Content Drawer into the level. Press Alt + P and run into one. It should vanish.

Step 2: Build the exit and the win screen

  1. Create another Blueprint Class with the parent Actor and name it BP_Exit. Add a Box Collision component and scale it to the size of a doorway. Add a Cube so players can see the exit, and set its Collision Presets to NoCollision so it does not block them.
  2. Add an Integer variable called CoinsNeeded, compile, and set its default value to 5.
  3. Select the Box Collision. In Details, scroll to Events and click + next to On Component Begin Overlap.
  4. Make a win screen: right-click in the Content Drawer, choose User Interface > Widget Blueprint, pick User Widget and name it WBP_Win. A widget is a piece of on-screen interface. From the Palette panel, drag in a Canvas Panel, then a big Text that says "You escaped!".
  5. Back in BP_Exit, build this chain:
On Component Begin Overlap (Other Actor)
  -> Cast To BP_ThirdPersonCharacter
     -> Branch (Coins >= CoinsNeeded)
        True:  Create Widget (WBP_Win) -> Add to Viewport
               -> Delay (3 seconds)
               -> Open Level (by Name) = Get Current Level Name
        False: do nothing, the player keeps looking

A Branch is an "if" check: it follows the True wire or the False wire. To build the check, drag from the Coins pin, type >= and pick the "greater or equal" node, then plug CoinsNeeded into its second pin. For the widget, plug the Return Value of Create Widget into the Target of Add to Viewport. Open Level reloads the map, which resets the coins and lets the player go again. Place BP_Exit somewhere tricky, then play.

How the collect-and-escape game works Top row: touching a coin adds one to Coins, destroys the coin and updates the on-screen counter. Bottom row: reaching the exit runs a Branch that checks whether Coins is at least 5. If true, the win widget appears and the level restarts after three seconds. If false, the player keeps exploring. Touch a coin overlap event Coins + 1 coin is destroyed HUD updates Coins: 3 / 5 Reach the exit Box Collision overlap Branch Coins at least 5? You escaped! restart after 3 s keep exploring True False
Two small Blueprints run the whole game: the coin adds to a counter, and the exit checks that counter with a Branch.

Step 3: Show the score on screen

Players need to see their progress. The HUD (heads-up display) is the information drawn over the game.

  1. Create another Widget Blueprint named WBP_HUD. Add a Canvas Panel and a Text in the top-left corner.
  2. Select the Text. In Details, next to Text, click Bind and then Create Binding. A binding is a small function that keeps the text up to date.
  3. In that function: Get Player Character, then Cast To BP_ThirdPersonCharacter, then Get Coins. Feed Coins into a Format Text node with the text Coins: {0} / 5 and connect it to the Return Value.
  4. Open BP_ThirdPersonCharacter and find Event BeginPlay. If it is not there, right-click and add it. Add Create Widget (class WBP_HUD) and Add to Viewport at the end of its chain, joined the same way as the win screen.
Watch out

A Blueprint can only have one Event BeginPlay. If the template already uses it, connect your new nodes to the end of the existing chain. Also, Print String messages only appear in test builds, never in the final game. Use widgets for anything players must see.

Package your game as a Windows program

Packaging turns your project into a game that runs without Unreal installed. On Windows and Mac you need no extra software for this.

  1. Save everything with File > Save All.
  2. Check Edit > Project Settings > Maps & Modes. Game Default Map must be your level. Templates set it already. If you made a new level, choose it here, or the packaged game shows a black screen.
  3. In the main toolbar, open Platforms > Windows. Set Binary Configuration to Shipping for a version you share. Shipping removes test tools such as the console.
  4. Click Platforms > Windows > Package Project, choose an empty folder outside your project, and wait. The first package often takes 10 to 30 minutes.
  5. Open the output folder and run CoinEscape.exe. To share it, zip the whole folder, not just the .exe, because the game needs the other files.

Even tiny Unreal games are often several hundred megabytes. Windows may warn your friends because the program is not signed. That is normal for small indie builds. Epic's packaging guide covers more options.

Beginner mistakes and quick fixes

ProblemLikely causeFix
Coin does nothing when touchedCollision blocks or overlaps are offUse OverlapAllDynamic and tick Generate Overlap Events
Changes do not workBlueprint not compiledClick Compile, then Save
"Accessed None" errorA variable points to nothingCheck the cast succeeded before using it
Things you moved jump backYou edited while the game was runningPress Esc first, then edit
Black screen after packagingNo Game Default Map setSet it in Maps & Modes
Editor is very slowSettings too high for your PCIn the viewport toolbar, open Performance and Scalability and lower Viewport Scalability
Back up your project

Projects can break. Once a day, zip your project folder or use version control such as Git, a tool that saves every version of your files so you can go back. For a Blueprint project, the important parts are the Config and Content folders and the .uproject file, plus Plugins if you added any. The Saved, Intermediate and DerivedDataCache folders are rebuilt automatically.

What to learn next

You now know the full loop: build, test, package. Next, make the game harder. Add a timer, a moving platform, or lava that restarts the level. Then grow your skills one step at a time:

For inspiration, see what small teams have built on our Unreal Engine indie games page.

FAQ

Is Unreal Engine 5 good for beginners?

Yes, if your PC is strong enough. Templates and Blueprints let you build a working 3D game without code. The editor is big, so start with tiny projects like the one in this guide.

Do I need to know how to code to use Unreal Engine 5?

No. Many complete games are made with Blueprints alone. You can learn C++ later if you want more control or speed.

How long does it take to make a game in Unreal Engine 5?

A tiny game like this one takes a weekend. A small game you could sell usually takes months. Big 3D games take teams years, so keep your first ideas very small.

Can I use Unreal Engine 5 with 16 GB of RAM?

Yes, for small projects. Expect slower loading and keep the Scalable preset and small levels. Epic recommends 32 GB for comfortable work.

Can Unreal Engine 5 make 2D or mobile games?

It can, but it is not the easiest choice for them. Unreal shines at 3D. For 2D or simple phone games, Godot or Unity are often easier starting points.

Should I wait for Unreal Engine 6?

No. Epic aims to release Unreal Engine 6 in early access by the end of 2027, and its main gameplay language will be Verse, the language from Fortnite's creator tools. Unreal Engine 5 is the version people ship games with today, and skills like level building, game logic and working with assets carry over.

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