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