Course Highlights
  • How to code games in Unreal Engine 5
  • An RPG action game with a third-person character
  • Combat with swords and other melee weapons
  • Creation of enemies that attack the player
  • Health bars and player stats
  • Unreal Engine 5's Open World system
  • Level design and creation of realistic scenes with Quixel Megascans
  • Motion Warping, Unreal Engine 5's new system for customized root motion animations
  • Particle effects like blood splatter and weapon trails
  • Unreal Engine 5's new MetaSounds system and high-quality sounds in game
  • Best coding practices for coding games in Unreal Engine 5
  • Use of data structures and algorithms for games
  • Design patterns used in Unreal Engine
  • Creation of multiple types of enemies, from humanoids wielding weapons to monsters and other creatures
  • Importing entire dungeon levels into our Open World map with Packed Level Instances
Curriculum

8 Topics
Introduction
How to Get Help
Installing Unreal Engine 5
The Level Editor Viewport
View Modes
Object Manipulation
Panels
Section 1 Challenge

15 Topics
Quixel Bridge
Open World
Lighting and Atmosphere
Landscape
11 - Landscape Material
Landscape Painting
Foliage Painting
More Foliage Painting
Post Process Volume
Forest Polish Up
If You Get This Popup While Migrating...
Packed Level Actors
Mountains
Level Instances
Section 2 Challenge

10 Topics
Coordinates
Vectors
Vector Examples
Vector Operations
Vector Operations Examples
Vector Magnitude
Vector Magnitude Examples
Vector Normalization
Rotators
Section 3 Challenge

5 Topics
Integrated Development Environment (IDE)
Setting up Visual Studio
C++ Refresher
Reflection and Garbage Collection
Section 4 Challenge

9 Topics
Actor Creation
Blueprint Creation
Onscreen Debug Messages
Formatting Strings
Drawing Debug Spheres
Drawing Debug Lines
Drawing Debug Points
Custom Header Files
Section 5 Challenge

13 Topics
SetActorLocation
SetActorRotation
Actor World Offset
Trig Functions
The Sine Function
Exposing Variables to Blueprint
Visible But Not Editable
Exposing Variables to the Event Graph
Exposing Functions to Blueprint
Template Functions
Components
Components in C++
Section 6 Challenge

13 Topics
The Pawn Class
Capsule Component
Forward Declaration
Skeletal Mesh Components
Enhanced Input
Binding Inputs
Enhanced Input for Movement
Adding Movement Input
Camera and Spring Arm
Enhanced Input for Controller Input
Adding Controller Input
Setting the Default Pawn
Section 7 Challenge

9 Topics
The Character Class
Enhanced Input for the Character
Character Inputs
Character Camera and SpringArm
The Rotation Matrix
Controller Directions
Hair and Eyebrows
Custom Hair Color
Section 8 Challenge

6 Topics
The Animation Blueprint
The Anim Instance
Jumping
Jump Animations
Inverse Kinematics
Section 9 Challenge

6 Topics
Collision Presets
Overlap Events
Delegates
On Component Begin Overlap
On Component End Overlap
Section 10 Challenge

12 Topics
The Weapon Class
Sockets
Downloading Animations
IK Rig
IK Retargeter
Attaching the Sword
Picking Up Items
Enum for Character State
Switching Animation Poses
Equipped Animations
Multiple Animation Blueprints
Section 11 Challenge

15 Topics
Animation Montages
Playing Montages from C++
Attacking State
Resetting the Action State
Item State
Sound Notifies and Meta Sounds
Meta Sounds for Footsteps
Fixing Foot Placement
Putting the Sword Away
Playing Arm and Disarm Animations
Attaching the Sword to the Back
Equip and Unequip Sounds
Editing Animations
Section 12 Challenge: Option A
Section 12 Challenge: Option B

20 Topics
Collision Box
Tracing
Box Trace in C++
Dynamic Arrays
Disabling Weapon Box Collision
Unreal Interfaces
Enemies
Notes on the Blender Addon
Root Motion Animations
Implementing Interfaces
Hit React Montage
Playing the Hit React Montage
Dot Product
Cross Product
Directional Hit Reactions
One Hit Per Swing
Hit Sounds
Hit Particles
Weapon Trails
Section 13 Challenge

7 Topics
Destructible Meshes
Field System Actors
Creating Fields with Weapons
Breakable Actor
Blueprint Native Event
Breaking Sounds
Section 14 Challenge

8 Topics
Treasure
Spawning Actors
Spawning Actors from C++
Different Types of Treasure
Different Types of Breakables
Niagara Effects
Niagara Components
Section 15 Challenge

11 Topics
Actor Components
Widget Components
User Widget Class
Setting the Health Percent
Damage
Custom Health Bars
Enemy Death Animations
Enemy Death
Death Poses
Polishing Enemy Death
Section 16 Challenge

13 Topics
Making Enemies Move
Enemy Movement Anims
Blendspaces
Patrol Targets
Selecting Patrol Targets
Patrol Wait Time
Pawn Sensing Component
Enemy States
Enemies Losing Interest
Attack Radius
Agro When Hit
Weapon Alterations
Section 17 Challenge

10 Topics
Using Inheritance
Enemy Base Blueprint
Enemy Weapon
Enemy Attack Montage
Enemy Attack Timer
Refactoring Montage Functions
Engaged State
Finishing Refactoring
Hitting the Character
Section 18 Challenge

9 Topics
IK Rig for the Paladin
Echo Hit React Montage
Echo Gets Hit
Hit Reaction State
Improving Directional Hit React
Root Motion Attacks
Motion Warping
Fixing Warp Targets
Section 19 Challenge

10 Topics
Echo's Health
Echo Health Bar
Slash Overlay
SlashHUD
Setting the HUD from C++
Updating HUD Health
Echo's Death Montage
Playing Echo's Death Montage
Stop Enemy Attacks
Section 20 Challenge

10 Topics
Souls Niagara System
Soul Class
Pickup Interface
Soul Pickup Effects
Soul and Gold Attributes
Enemies Spawning Souls
Dodge Animation
Dodge Montage
Stamina
Section 21 Challenge

12 Topics
Animation Blueprint Templates
Raptor
Raptor Attacks
Raptor Attack Montage
Raptor Hit React
Raptor Sound Effects
Insect
Soul Drift
Assignment - New Enemies
Section 21 Challenge
My Level and Course Conclusion
Bonus Lecture **Coming Soon!** Congratulations!!!

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Unreal Engine 5 C++ The Ultimate Game Developer Course

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