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Unreal Engine 5 C++ Make Your Own Action Combat Game - OneDDL - 08-31-2024 Free Download Unreal Engine 5 C++ Make Your Own Action Combat Game Published 8/2024 MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz Language: English | Size: 13.08 GB | Duration: 15h 28m Master Dynamic Combat, AI Challenges, and C++ Techniques to Create Your Own Epic Action Games in UE5 What you'll learn Build action-packed combat systems with Unreal Engine 5 and C++. Master dynamic animations to make your characters fight like pros. Create enemy AI that's relentless and keeps players on their toes. Develop scalable stat systems using maps and enums. Get hands-on with advanced C++ coding, writing over a thousand lines. Navigate Unreal's docs to find exactly what you need, fast. Learn to use interfaces and design patterns like the observer pattern. Debug like a boss to prevent memory leaks and keep your game smooth. Requirements To get the most from this course, you'll have a solid foundation of C++ concepts, such as variables, conditional statements, classes, and methods. Description Ready to create third-person melee combat moments like your favourite AAA brawler games, and take your C++ skills to a new level in UE5?Even if you're not a combat designer, this course is an awesome way to power-up your game dev toolkit. We'll kick things off by coding a component for locking onto enemies, so you don't have to keep messing with the camera. Focus on the fight, not the fiddling!Next up, we're diving into player combat. Learn how to make your game feel dynamic by cycling through multiple attack animations. Your characters won't just fight-they'll perform.And what's combat without a killer stat system? You'll build a scalable stat system using maps and enums. This makes sure your game can grow without turning into a tangled mess of code. It's all about writing clean, scalable code that lasts.The enemies in your game won't just stand there-they'll be fierce! You'll code an enemy AI that throws fireballs, charges at players, and keeps them on their toes. Your battles will be tough and thrilling, just like in the best action games.This course isn't like most others. We're using C++ to write 90% of the game's logic. Get ready to write over a thousand lines of code and pick up loads of new C++ tricks.That's a game-changer for anyone wanting to master Unreal Engine 5. You'll learn to use interfaces and design patterns like the observer pattern to make your game smart and efficient.By the end, you'll know how to build a game using advanced C++ skills and make it run smoothly. You'll get confident with Unreal's documentation, debug like a pro, and keep your code nice and tidy with best practices.Got the basics of C++ down? Awesome! If you know your variables, conditional statements, classes, and methods, you're ready to roll. This course will take you from basics to building a full-on action combat game. Avoid the nightmare of messy codebases and learn to do things right from the start.So, what are you waiting for? Jump in, start coding, and let's create something epic together (pun intended!). Overview Section 1: Introduction & Setup Lecture 1 Accessing Our Projects Lecture 2 Community & Support Lecture 3 Installing Unreal and Visual Studio Lecture 4 Starting a New Project Lecture 5 Check Out the Book Section 2: Character Movement Lecture 6 Section Intro - Character Movement Lecture 7 Importing the Player and Enemy Models Lecture 8 Adding Animation Blueprints Lecture 9 Adding Animation Blendspaces Lecture 10 Playing Animation Blendspaces Lecture 11 Creating a C++ Anim Instance Class Lecture 12 Unreal Properties Lecture 13 Converting Nodes Into Functions Lecture 14 Function Specifiers Section 3: Lockon System Lecture 15 Section Intro - Lockon System Lecture 16 Debugging File Updates Lecture 17 Creating an Actor Component Class Lecture 18 Adding Input Actions Lecture 19 Understanding Tracing and Channels Lecture 20 Performing Traces With C++ Lecture 21 Locking the Camera and Player Lecture 22 Rotating the Player Toward the Target Lecture 23 Adjusting the Camera Lecture 24 Ending the Lockon Lecture 25 Breaking the Lockon Lecture 26 Adding a Target Widget Lecture 27 Adding Interfaces Lecture 28 Validating Interfaces Lecture 29 Implementing Interface Functions Lecture 30 Combat Locomotion Lecture 31 Observer Pattern Lecture 32 Calculating the Player's Direction Lecture 33 Lockon Section Cleanup Section 4: Player Combat Lecture 34 Section Intro - Player Combat Lecture 35 Grabbing Socket Locations and Rotations Lecture 36 Adding Tracing to Our Weapon Lecture 37 Drawing Debug Shapes Lecture 38 Storing Animation Montages Lecture 39 Playing Combo Attacks Lecture 40 Animation Notifications Lecture 41 Enabling Root Animations Lecture 42 Overriding Virtual Functions Lecture 43 Applying Damage to Opponents Lecture 44 Ignoring Targets Lecture 45 Animation Notify States Section 5: Stats Lecture 46 Section Intro - Stats Lecture 47 Creating Maps Lecture 48 Defining Enums Lecture 49 Instantiating Components Lecture 50 Reducing Character Health Lecture 51 Reducing Stamina Lecture 52 Checking for Stamina Lecture 53 Adding Sprinting Lecture 54 Draining Stamina Lecture 55 Stamina Regeneration Lecture 56 Adding a Regeneration Delay Section 6: Enemy Behaviour Lecture 57 Section Intro - Enemy Behavior Lecture 58 Starting the Boss Animation Lecture 59 Pawn Sensing Lecture 60 Running a Behavior Tree Lecture 61 Blackboard Decorator Lecture 62 Setting and Getting Blackboard Keys Lecture 63 Creating Behavior Tasks Lecture 64 Playing the Ranged Attack Animation Lecture 65 Creating a Projectile Actor Lecture 66 Spawning the Projectile Lecture 67 Rotating the Projectile Lecture 68 Rotation Interpolation Lecture 69 Rotating With Anim Notify States Lecture 70 Collision Overlap Event Lecture 71 Changing Particle System Templates Lecture 72 Setting Timers Lecture 73 Disabling Collision Lecture 74 Applying Damage to Players Lecture 75 Generating Random Values Lecture 76 Switching to the Charge State Lecture 77 Animations With State Machines Lecture 78 Playing the Charge Animation Lecture 79 Overriding the TickTask Function Lecture 80 AI Move Requests Lecture 81 Binding a Function to an Event Lecture 82 Boosting the Character's Speed Lecture 83 Finishing Latent Tasks Lecture 84 Unreal Structures Lecture 85 Refactoring the Trace Component Lecture 86 Supporting Damage on the Enemy Lecture 87 Creating Behavior Tree Services Lecture 88 Aborting a Task Lecture 89 Switching to the Melee State Lecture 90 Actor Move Requests Lecture 91 Finishing the Melee Task Lecture 92 Selecting Random Attacks Lecture 93 Grabbing the Animation Duration Lecture 94 Switching to the Range Attack Lecture 95 Finishing Touches Lecture 96 Creating a Melee Range Stat Section 7: Game Interface Lecture 97 Section Intro - Game Interface Lecture 98 Designing the Player UI Lecture 99 Pure Blueprint Functions Lecture 100 Updating the UI With Events Lecture 101 Fixing the Enemy's Target Reset Lecture 102 Designing the Enemy UI Lecture 103 Finishing the Enemy UI Lecture 104 Widget Animations Lecture 105 Playing Widget Animations Section 8: Finishing Touches Lecture 106 Section Intro - Finishing Touches Lecture 107 Disabling Player Input Lecture 108 Subscribing to Events With C++ Lecture 109 Stopping AI Brain Logic Lecture 110 Destroying Widgets Lecture 111 Ending the Lock on Behavior Lecture 112 Cached Poses and Blending Bones Lecture 113 Playing the Block Animation Lecture 114 Using Dot Products Lecture 115 Hit Animations Lecture 116 Rotating on an Axis Lecture 117 Ignoring Damage Lecture 118 Spawning Emitters Lecture 119 Fixing the Player Attack Reset Lecture 120 Camera Shake Lecture 121 Adding a New Map Section 9: Course Wrapup Lecture 122 Outro Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way!,Great if you want to learn best practices the first time, so you don't find yourself in a mess with unmaintainable codebases.,Ideal if you have a solid grasp of C++ concepts but are new to game development. 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