Description
In this course, you will :
- Learn all of the skills that are applicable to Unreal Engine 5!
 - Create a complete shooter game to learn Unreal Engine game development.
 - Learn everything there is to know about Unreal Engine Animation, Materials, Special Effects, and Gameplay!
 - Learn the code base of Unreal Engine.
 
Syllabus :
1. Animations
- The Anim Instance
 - The Animation Blueprint
 - Run Animations
 - Trimming Animations
 - Rotate Character to Movement
 - Fire Weapon Function
 - Shooting Particles
 - Shooting Animation
 - Blending Shooting Animations
 - Line Tracing for Bullet Hits
 - Impact Particles
 - Beam Particles
 - Socket Offset
 - HUD Class and Crosshairs
 - Directing Rifle Shots
 - Trace from Gun Barrel
 - Refactor Beam End Code
 - Movement Offset Yaw
 - Strafing Blendspace
 - Jog Start Blendspace
 - Jog Stop Blendspace
 - Smoothing Character Movement
 
2. Aiming and Crosshairs
- Zooming Field of View
 - Aiming Zoom Interpolation
 - Aiming Pose
 - Aiming State Machine
 - Aim Look Sensitivity
 - Crosshair Spread Velocity
 - Spreading the Crosshairs
 - Crosshair In Air Factor
 - Crosshair Aim Factor
 - Bullet Fire Aim Factor
 - New Level Assets
 - Automatic Fire
 - Jumping Animations
 
3. The Weapon
- The Item Class
 - The Weapon Class
 - UMG Intro Lesson
 - PickupWidget Blueprint
 - Finishing the Pickup Widget
 - Add Widget to Weapon
 - Trace for Widget
 - Refactor Trace Under Crosshairs
 - Widget Trace When Close
 - Hide Widget
 - Bind Item Name
 - Bind Item Count
 - Bind Star Opacity
 - Spawn Default Weapon
 - Equip Function
 - Item State Lesson
 - Item State
 - Set Item Properties
 - Detach Weapon
 - Item Falling State
 - Throw Weapon
 - Swap Weapon
 
4. Item Interpolation
- Item Interping Slide
 - Camera Interp Location
 - Get Pickup Item
 - Item Z Curve
 - Item Interp Variables
 - Interping State Properties
 - Following the Z Curve
 - Interp Item X and Y
 - Interp Scale
 
5. Reloading
- Retargeting Animations
 - Edit Animations in Unreal
 - Ammo
 - Ammo Count Widget
 - Draw Ammo Count to Screen
 - Weapon Ammo in C++
 - Bind Weapon Ammo in Widget
 - Fixing Barrel Socket Location
 - Improving Weapon Fire Code Lecture
 - Improving Weapon Fire Code
 - Reload Montage
 - Reload Lecture
 - The Weapon Type
 - Reload Continued
 - Update AmmoMap
 - Bind Carried Ammo
 - Bind Weapon Name
 - Move Clip Lecture
 - Grab and Release Clip
 - Weapon Anim BP
 - Moving the Clip
 - Clip Sounds
 - Pickup Sounds
 
6. Advanced Movement
- Rotate Root Bone
 - Turn in Place Animations
 - Animation Curves
 - Turn in Place using Curve Values
 - Hip Aim Offset
 - Aiming Aim Offset
 - Lean
 - Lean Blendspace
 - Crouching Setup
 - Crouching Animations
 - Crouching AnimBP
 - Crouching Turn Animations
 - Retargeting Anims with Different Skeletons
 - Crouch Turn in Place Anim BP
 - Crouch Recoil Weight
 - Crouch Walking Blendspace
 - Crouch Walking
 - Crouch Movement Speed and Jump
 - Interp Capsule Half Height
 - Tweaking Parameters
 - Aim Walking
 - Reconciling Aiming and Reloading
 
7. Ammo Pickups
- Ammo Assets
 - Ammo Class
 - Overriding SetItemProperties
 - Pickup Ammo Function
 - Ammo Widget
 - Ammo Widget Continued
 - Bind Ammo Count
 - Bind Ammo Icon
 - Pickup Ammo on Overlap
 - Interpolation Scene Components
 - Setup Interp Locations
 - Interp to Multiple Locations
 - Limit Pickup and Equip Sounds
 
8. Outline and Glow Effects
- Outline Effect Theory
 - Post Process Materials
 - Custom Depth
 - Texel Position and Size
 - Show Interior Pixels
 - Getting the Border
 - Adding the Border to the Scene Color
 - Hide Occluded Pixels
 - Change Outline Thickness
 - Color Tinting Effect
 - Multiple Colors with Custom Depth Stencil
 - Blend Materials with Material Functions
 - Fresnel Effect on Glow Material
 - Material Instances
 - Scrolling Lines Effect
 - Enable Custom Depth in C++
 - Dynamic Material Instances
 - Enable Glow Material in C++
 - Show Outline While Interping
 - Curve Vector for Material Parameters
 - Material Pulse when Interping
 - Inventory Slot Widget
 - Inventory Bar Widget
 - Add Button Icons to the Inventory Bar
 - Add Inventory Bar to ShooterHUDOverlay
 - Inventory Array in C++
 - Binding the Background Icon
 - Binding the Item Icon
 - Binding the Ammo Icon
 - Binding Weapon Ammo Text
 - Set Item State for Picked Up
 - Send Slot Index with a Delegate
 - Play Widget Animation
 - Exchange Inventory Items
 - Disable Trace while Interping
 - Prevent Swapping while Reloading
 - Equip Montage
 - Play Equip Sound when Swapping
 - Swap Pickup Text
 - Swap Animation Limitations
 - Create Icon Animation
 - Create Icon Highlight Delegate
 - Functions to Broadcast Icon Highlight Delegate
 - Calling Highlight and UnHighlight Inventory Slot
 - Assigning the Icon Delegate
 - Data Tables - FTableRowBase
 - Accessing Data Table Rows in C++
 - Setting Widget Colors from Data Table Values
 - Setting Glow Color from Data Table Value
 - Set Post Process Highlight Color from Data Table
 
9. Multiple Weapon Types
- Weapon Data Table
 - Getting Data from Weapon Data Table
 - Assault Rifle Glow Material
 - Set Material Instance and Index with Data Table
 - Adding Barrel Socket to AR
 - FABRIK IK
 - Switch on Weapon Type
 - Disable FABRIK IK when Reloading
 - AR Reload Animation
 - Reload Montage Section in Data Table
 - AR AnimBP
 - Set AnimBP for Weapon from Data Table
 - Different Crosshairs Per Weapon
 - Drawing Crosshairs from Weapon Variables
 - More Weapon Properties in Data Table
 - Use Weapon Properties in FireWeapon
 - Adding Pistol Assets
 - Hide Bone By Name
 - Pistol Icon
 - Pistol Data Table Properties
 - Barrel Socket on the Pistol
 - Pistol Reload Animation
 - Pistol FABRIK IK
 - Pistol Aiming Pose
 - Aiming Pose for Each Weapon
 - Pistol Slide Curve
 - Pistol Slide Timer
 - Update Slide Displacement
 - Transform Pistol Slide Bone
 - Pistol Glow Material
 - Semi Automatic Fire
 - Stop Aiming when Exchanging Weapons
 
10. Footsteps
- Download Footsteps Assets
 - Setup Assets for Footsteps
 - Define Physical Surface Types
 - Creating Physical Materials
 - Footstep Sync Markers
 - Custom Anim Notify
 - Adding Notifies to Animations
 - Setting Bone Name for Each Notify
 - Playing Sounds with Anim Notify
 - Line Trace for Physical Surface Type
 - The Grass Surface Type
 - Get Surface Type
 - Implement Footsteps Notify
 - Jumping and Landing Sounds
 - Turing Hips while Running
 - Turn Hips while Running Backwards
 
11. Multiple Character Meshes
- Retargeting the Animation Blueprint
 - Setting Up Twin Blast Character Blueprint
 - Tweaking Twin Blast
 - Phase
 
12. The Enemy Class
- Enemy Assets
 - The Enemy Class
 - Bullet Hit Interface
 - Implementing BulletHit
 - Explosive
 - Damage
 - Head Shot Damage
 - Enemy Health Bar
 - Hide Health Bar
 - Enemy Death Function
 - Enemy Anim Instance
 - EnemyHit Montage
 - Play Montage Sections
 - Hit React Delay
 - Show Hit Numbers
 - Store Hit Number Locations
 - Remove Hit Number
 - Update Hit Number Location
 - Bind Hit Number Text
 - Animate Hit Numbers
 - Head Shots
 - Grux Physics Asset
 
13. AI and Behavior Trees
- Unreal Engine AI
 - Adding AI Modules
 - AI Controller
 - Creating a Blackboard and Behavior Tree
 - Patrol Point
 - Move To Task
 - Enemy Run Animation
 - Second Patrol Point
 - Wait Task
 - Agro Sphere
 - Move To Actor
 - Stun Enemy
 - Stunned Blackboard Decorator
 - Selector Node
 - In Attack Range
 - Enemy Attack Montage
 - Get Attack Section Name
 - Custom Behavior Tree Task
 - Weapon Collision Volumes
 - Activate and Deactivate Collision
 - Enemy Damage
 - Character Health Bar
 - Enemy Weapon Attack Sounds
 - Melee Impact Sound
 - Enemy Vocal Attack Sounds
 - Weapon Trails
 - Blood Particles
 - Character Stun State
 - End Stun Anim Notify
 - Stun Character on Hit
 - Limit Enemy Attacks
 - Delay Before Chasing the Player
 - Agro Enemy when Shot
 - Enemy Death Montage
 - Destroy Enemy
 - Polish up Enemy Death
 - Character Death
 - Stop Enemy Attack on Death
 - Retargeting New Montages
 - New Types of Enemies
 - Showcasing Different Grux Enemies
 
14. Khaimera
- Adding Khaimera
 - Khaimera's Animation Blueprint
 - Khaimera Attack Montage Notifies
 - Khaimera Death and Hit Montages
 - Khaimera Anim Notifies
 - Finishing Khaimera Anim BP
 - Different Khaimera Skins
 - Explosive Get Overlapping Actors
 - Explosive Agro Enemy
 - Health Pickup
 
15. Level Creation and Finishing the Game!
- Level Prototyping Tools
 - Level Prototype - Starting Area
 - Level Prototype - Courtyard
 - Level Prototype - Using Paragon Props
 - Ruins Assets - Floor
 - Ruins Assets - Walls
 - Ruins Assets - Corners
 - Ruins Assets - Levels
 - Ruins Assets - Arches
 - Ruins Assets - Large Stairs
 - Ruins Assets - Boss Room
 - Ruins Assets - Finishing Up the Level
 - Level Design - Enemies
 - Polishing Gameplay
 - Prevent Attack when Enemy Dead
 - Sphere Reflection Capture
 - Post Process Effects
 - Esc to Quit
 








