Course Highlights
  • How to make games in Unreal Engine 5.
  • C++, the games industry standard language.
  • Object Oriented Programming and how to put it into practice.
  • Game design principles.
  • Programming patterns and best practices.
  • Artificial Intelligence behaviour programming for enemies.
  • Write code that is clean and to understand.
  • When to use Blueprint or C++.
  • How to achieve anything you want in Unreal using C++.
  • Unreal Gameplay Framework to make games easily.
  • Strong and transferable problem solving skills.
  • Modern game development technologies and techniques.
Curriculum

8 Topics
For users of Unreal 4.22
Welcome To The Course
Installing Unreal Engine
Community & Support
Navigating The Viewport
Moving & Placing Actors
C++ versus Blueprint
Helping Us To Help You

27 Topics
Section Intro - Warehouse Wreckage
Project Setup
UE 5.1 Warning: Starter Content Folder
Blueprint Event Graph
Physics Simulation
Objects and References
Adding an Impulse
Blueprint Classes and Instances
Spawning Actors
Data Types
Pawns and Actor Location
Control Rotation
Vector Addition & Multiplication
Get Forward Vector
Importing Assets
Geometry Brushes (BSP)
Materials and Lighting
Actor Components
Collision Meshes
Variables
Booleans and Branches
Functions
Return Types
Pure Functions
Member Functions
Loading Levels & Delay Nodes
Wrap-up and Recap

33 Topics
Section Intro - Obstacle Assault
Project Setup
Customizing The Character
Compilers and Editors
UE 5.1 Warning: Installing .NET 6
PC - Installing Visual Studio
Mac - Installing XCode
Installing VSCode
Compiling a C++ Project
UPROPERTY Variables
Live Coding Issues
C++ Files & BeginPlay
Using Structs In C++
Calling Functions in C++
Tick
Local Variables
Pseudo Code
Function Return Values
Velocity & DeltaTime
Scope Resolution Operator
If Statements
Using Member Functions
Blueprint Child Classes
Forcing Character Collisions
GameMode
Writing To The Output Log
FString
Member Functions
Return Statements
Const Member Functions
FRotator
Level Design & Polish
Obstacle Assault: Wrap-Up

43 Topics
Section Intro - Crypt Raider
Project Setup
Modular Level Design
Modular Level Layout
Solution: Modular Level Layout
Light Types
Lumen & Light Bleed
Level Lighting
Character Blueprint
Inheritance vs Composition
C++ Actor Component
Pointer Types & GetOwner()
Dereferencing & Arrow (->) Operator
Linkers Headers and Includes
FMath::VInterpConstantTo
Scene Components
Line Tracing & Sweeping
GetWorld()
DrawDebugLine()
References vs Pointers
Const References & Out Parameters
Geometry Sweeping
Input Action Mappings
Input Action Mappings
Blueprint Callable
FindComponentByClass() & nullptr
DrawDebugSphere()
Grabbing With Physics Handle
Waking Physics Objects
Returning Out Parameters
Overlap Events
Constructors
TArray
While & For Loops
Range Based For Loops
Actor Tags
Early Returns
Dependency Injection
Casting & Actor Attachment
Adding and Removing Tags
Boolean Logical Operators
Level Polish
Crypt Raider: Wrap-Up

43 Topics
Project Intro
Pawn Class Creation
Creating Components
Forward Declaration
Constructing The Capsule
Static Mesh Components
Deriving Blueprint Classes
Instance vs Default
Editing Exposed Variables
Exposing The Components
Creating Child C++ Classes
Possessing The Pawn
Handling Input
Local Offset
Movement Speed
Local Rotation
Casting
Using the Mouse Cursor
Rotating the Turret
The Tower Class
Fire
Timers
The Projectile Class
Spawning The Projectile
Projectile Movement Component
Hit Events
Health Component
Applying Damage
The Game Mode Class
Handling Pawn Death
Custom Player Controller
Starting The Game
The Start Game Widget
Countdown Timer
Displaying Countdown Time
Winning And Losing
Game Over HUD
Hit Particles
Smoke Trail
Death Particles
Sounds
Camera Shake
Polish And Wrap-Up

54 Topics
Section Intro: Simple Shooter
Project Setup
Pawns vs Characters in C++
Character Movement Functions
Controller Aiming
Third Person Camera Spring Arm
Skeletal Animations 101
Editing Collision Meshes
Animation Blueprints 101
2D Blend Spaces
Connecting Animation To Gameplay
Inverse Transforming Vectors
Calculating Animation Speeds
Gun Actors
Spawning Actors At Runtime
Attaching To Meshes Via Sockets
Shooting Architecture
Spawning Particle Effects
Player View Point
Line Tracing By Channel
Impact Effects
Dealing Damage To Actors
Virtual Methods In C++
Overriding TakeDamage
Blending Animations By Booleans
Blueprint Pure Nodes
Create and Setup an AI controller
AI Aiming
Nav Mesh And AI Movement
Checking AI Line Of Sight
BehaviorTrees And Blackboards
Setting Blackboard Keys In C++
Behavior Tree Tasks And Sequences
BT Decorators And Selectors
Custom BTTasks In C++
Executing BTTasks
BTTasks That Use The Pawn
BTServices In C++
Ignoring Actors In Line Traces
Ending The Game
Setting Timers In C++
Displaying A Lose Screen
Iterating Over Actors
Calculating The Win Condition
Refactoring PullTrigger
Weapon Sound Effects
Randomized Sound Cues
Sound Spatialization
Crosshairs and HUDs
Health Bars
AimOffsets
Animation State Machines
Complex State Machines
Wrap-up And Challenges

1 Topic
For users of Unreal 4.22

1 Topic
Bonus Lecture

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