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Unreal Engine 5 : Create Video Game In Ue5 With Blueprint - AD-TEAM - 12-15-2024 Unreal Engine 5 : Create Video Game In Ue5 With Blueprint Published 5/2023 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 45.85 GB | Duration: 41h 9m from very basic stuff to importing 3d objects to material to niagara to control rig to AI to animation and many more sec [b]What you'll learn[/b] Niagara System Materials Animations Blueprint AI User interfaces Landscape Enviroment [b]Requirements[/b] this is from very basic so you dont need to know anything [b]Description[/b] 01. we start from very basic stuff like:1. Downloading and installing unreal engine 52. Create different kind of project3. Moving around the scene4. Change objects position in different ways5. Change scale and rotation6. About world space and local spaces7. Use snapping to make our life easier8. Camera speed and different kind of views9. About outliner, detail panel and content drawer02. Next, we start with what is static mesh and importing different kind of them into unreal engine from different sources And we talk about different problem that can happen when you import something We talk about this kind of 3d objects:1. import 3d models that have material but no texture attached2. import 3d model that doesn't have textures3. import 3d model that has multiple part and multiple material4. quixel 3d models and materials03. next we start with first part of material section of this course in this section we learn all the basic stuff of material in unreal engine that you should know to be able to import different kind of 3d model into unreal enginethis is basic section for material so we learn this basic stuff about them:1. Create our first material2. What is base color3. metallic roughness and specular in materials4. what is emissive color and how we can use them properly5. how to use textures in materials6. and at the end of this very basic section ill give you some exercise04. Next, we start with Game modeFirst what is game mode and why we need them in unreal engine 5 Next, we check some game modes like vehicle and first-person game modeAfter that we start creating our own game mode as third person game mode05. In next section we talk about how we can create playable character We will talk about:1. what is character class2. how our character can move3. how it can jump 4. how it can look up and down5. how it can have cameras to be like first person or third person6. how we can use spring arm properly06. next we talk about the animationsfor this section again we start from very basic stuff to more advanced stuff and because this section is much more important, I divided in to two sections so you will learn them as deep as possible in right time1. we start with animation sequence, what it is and how we can use it2. we learn about playing animation where ever we want3. next we learn about animation blueprint, what it is and why it is very important to use it4. we learn about state machines5. how our character can walk jump run for basic movement6. how we can use cached animations7. what is blend space 1D and 2D and how we can use them8. and at the end ill give you some exercise so you will learn this basic part better07. in next section we will talk about BLUEPRINT and what you should know about them as starter1. how blueprint works2. how you can find what is in your mind in blueprint to do what you want to do3. we talk about camera filed of view as an example to see how we can find stuff in blueprint4. how we can change camera location5. what is timeline and how we can animate things with timeline 6. how we can make our timeline smooth7. what is the lerp node and how we can use them8. how to organize variables9. what is collapse node and where to use it10. what are macros in unreal engine 511. what is function in blueprint and how it works and how we can use them08. now that we know more about blueprint, we go back to animation again and we learn about:1. turn right and turn left animation2. aim offset3. how we can have both turns and Aim offset together4. animate spring arm5. what are animation montages and how we can use them6. what is layering animation with layered blend per bone and how we can use them7. at the end we always go back to animation blueprint as we learn new things 09. next as a challenge and an exercise with the knowledge that we learn till here we create laser beam like laser beam of resident evil 410. in next section we start with user interface As a basic UI for our game we start with widget blueprint basic stuff1. how we can create widget blueprint2. what is an slot and why we should use them3. what is graphics options4. what is render transform5. we talk about texts in separate video11. in next section we use what ever we learned from last section to create our own crosshairWe won't stop there and we populate some functionality for our crosshair like spreading when we shoot our gun or jumping12. at this point epic game release its unreal engine 5.1 and we learn how we can update our game and engine to latest version that is 5.1 at the time 13.after that we go back to crosshair and user interface section again to add more functionality to our game like Crosshair Spread with walking and running jumping and shooting the gun and crosshair be Accurate when aiming, and for doing all of these we learn about some new nodes that are important to know like:1. how interp to work and how we can use them2. how to use timers with event and functions3. how to use line trace 4. what is yaw and pitch and roll and how we can calculate them5. dynamic yaw and pitch offset calculation14. next we should learn about audio in unreal engine Right now, there is two type of audio engine in ue5.1 first one is sound cue and second one is meta soundBoth of them are important and we learn both of them in separate sections1. how to import audio files to unreal engine 52. ambient sound options3. what is attenuation and how we can use them to create realistic audio4. how to play sound from blueprint5. branch in sound cue6. Concatenator7. Continues modulator8. Delay node9. Modulator10. How to randomize stuff with Random node11. What is switch node and how we should use it15.after this we should learn about meta soundNew way of sound design for games that you can use to create music too . whatever you see other games can do with music and sound you can do it with meta sound easier for this section we learn all the basic next as an example we create a music with some beats after that as another example we create an ambient sound with some effects and for doing them we will learn about:1. How to create meta sound2. What is the inputs 3. Trigger repeat 4. Delay node5. What is graph input6. How we can control meta sound from blueprint7. How we can use mixers8. How we can use sine waves9. What is envelopes10. Randomize playing audios11. How to use ADSR envelope float12. What is BPM and how we can use it13. How we can use notes in meta sound14. How we can use beats to create music16. next we use all of our knowledge that learn till here to add sound to our own game For our course game we add footstep audio and weapon fire shot audio1. First, we find some audio from internet2. We learn how to extract and convert audios that we find from internet3. We use animation sequence to play sound when foot touch the ground4. We learn how to use anim notifier17. now it is time to learn more about materials, learn more advanced stuff and during course we add to our material knowledge as well because some section we should learn it by practical exampleSo that's why I'm saying animation section will never end and we will add to it when you learn enough about other thingsMaterial as well we will learn more with practical examples during courseBut for this section we will learn about:1. Preview panel2. Data types with base color3. Roughness4. Texture sample5. Lerp in materials6. Texture coordinate7. Component mask and append Many8. Time node9. Panner10. Material instances11. Comments12. Sine node13. Sine remapped node14. Animate opacity15. Animate World position offset16. Why we should use Reroute node and how to use it17. How to control Brightness contrast saturation and tint color18. Switch and texture parameter18. now that we know enough about material and blueprint we can learn Niagara particle system in unreal engine 5.1 For this section we start from very basic stuff in Niagara and we will create a lot of effects and logic in thereLike fire, smoke, bullet shell ejection, blood splatter on the ground, muzzle flash and .For all of these effects first we need to learn all the basic stuff like:1. Create empty Niagara system2. Spawn rate3. How velocity work and how to use it4. We will talk about Initialize particle module5. Curves6. Shape location for spawning particle in a shape7. We talk about forces in Niagara system like Gravity force and drag8. Niagara Options9. We will talk about how to use subuv textures in Niagara10. Next, we talk about Niagara parameters11. Next, we talk about different type of renderer like Ribbon renderer12. Light renderer13. Mesh renderer14. And next we will learn how we can spawn particle on the body of our character19. in the next section we use all the knowledge that we learn from material and Niagara section to create some effect for our course project1. First, we import some static mesh for our Niagara system for shell injection 2. we create material for that bullet and shell3. we create our VFX and add it to gun of our character4. we create muzzle flash material5. for creating muzzle flash VFX we use multiple Niagara emitter 6. we design another Niagara system for when bullet hit something 7. at the end we learn how to add decal automatically where bullet hit something20.because we need to create different kind of bullet, we should learn more about collision and physics in UE 5.1That's why in this section we learn about1. what is collision and physics in UE2. we learn about simple and complex collision3. we learn pro way of creating simple collision that is more efficient4. next we learn about physics simulation5. we learn about different kind of collision and their event6. after that we learn about collision preset and object types21.with all of our knowledge till now we create 3 kind of bullet for our course project1. first bullet we create it with simple adding 2. second bullet we create it with physics and applying forces3. and third bullet we use Projectile movement, the library that unreal engine developers created for us22. next it is time to talk about lights and fogs1. we learn about dynamic light and baked light2. point light3. spot light4. rect light5. skylight6. sun Direction light23. now that all the basics are covered it is time to create some levelWe will create two level One just a small town and another one really big landscapeBut as beginner we should start with small town1. we talk about marketplace and its asset2. we learn how to create blend material and how to use them. so, you can see we are learning more about material with practical case use3. we will start by creating some road and sidewalks4. next we add some puddles5. next we learn a lot of tricks for positioning stuff on our level 6. 7. next it is time to add some props8. next we add some light that at night turn on and at day it turn off9. next we add traffic lights that automatically work and turn on and off by itself10. we add some trees and bushes in old way11. next we learn some tricks about selecting object 12. next we use foliage system as basic as possible because foliage has its own section13. next we use nanite to optimize our level more14. next we start creating our building and its lights15. next we add day and night cycle to our scene and we learn to do it in two different way that has their advantages16. next we learn about if it is day or night so all light automatically turn off during day17. next we talk about event dispatcher in detail18. next we learn how we can modalized building so we can use them multiple time where ever we want24. in next section we will learn all about different kind of creating landscape With unreal engine and with Gaea 1. first, we learn how we can create landscape in unreal engine2. next we learn how we can use landmass to create landscape3. next we learn about ocean in unreal4. next we talk about rivers5. next we use Gaea that is really cool and easy to use software to create really good landscape6. we will talk about Gaea graph and how it works7. next we learn how to import Gaea landscape to unreal engine8. next we learn the calculation for importing from Gaea to unreal25. next we use what we learn to create landscape for our course project For that we use Gaea to create our landscape1. create some mountain2. combine and transform landmasses in gaea3. build our landscape4. import it to unreal engine with right calculation26. now it is time to learn all about tricks and tips for creating material for our landscape1. we learn where to download right textures for our landscape2. we learn about materials function and how we can use them3. we learn all about material function inputs4. we learn about ORD textures5. we learn about camera depth fade6. texture bombing7. macro variation8. world align texture27. next we should create our landscape auto material in modular way so we can use it where ever we want1. we create auto landscape material2. we use material function that we learn in last section to make everything more modular and readable3. we learn about parameter priority4. we learn how to fix landscape specular value5. we add some normal for our landscape6. we use ORD textures for our material7. we learn how to use layer blend8. we learn how to paint on our landscape9. we learn how to use flow path that we build in Gaea10. we learn about slope layer11. we learn how to calculate our own slope layer12. we learn how to use world aligned blend 13. we learn how to create transition from grass to soil14. we will create snow material15. we learn how to use world position node16. we learn how we can add auto snow at top of mountain28. Next we should talk about foliage system. there is two type of foliage system. one of them without collision and one that is fairly new thing in unreal engine is with collision1. first, we talk about manual foliage 2. next we talk about auto grass3. next we will talk about procedural tree spawn4. next we talk about Cluster, Curl distance5. next for optimization we talk about LOD or level of details6. we learn how to automatically spawn some tree somewhere and not spawn tree some other places7. at the end we will talk about the options that we have 29. now it is time to talk about AI in ue5.11. first, we download some asset and create some material for them2. next we talk about all necessary stuff that we should create for our AI to work3. next we talk about go to location functionality of AI4. we make our droid to patrol between two locations5. next we teach our droid to follow player if player get close to droid6. at the end we talk about blackboard, decorator and selector node30.droid is good but we need better enemy to kill. That's why we choose to use zombie as our enemy1. download zombie character from mixamo2. we create character class for our zombie3. we check for head shot when we shoot the zombie4. we talk about physics material and surface type5. we create material for blood 6. we create Niagara system for when we hit the zombie there would be some blood spill on the ground7. we create decal material for blood so when we shoot the zombie there will be some blood on the ground8. we create health bar for our zombie9. we use some animation for our zombie 10. we create some hit number with some animations31. now that our zombie character is ready we can create some AI for it1. we create AI for our zombie so it can patrol between two point2. when our zombie sees the player, it will chase the player3. when zombie get close to our player it can attack our player4. when we shoot zombie, they will chase us as well5. next we download more skin for our zombie so we have multiple zombies as enemy32. next it is time to make our player character more beautiful with some functionality1. we create health bar for our player2. we add some animation for our player health bar when it is attacked by zombie3. we create some item like shield 4. we add some pickup animation for our item5. next we create some glow for our item material6. next we create some UI to show more information about pickup item7. next we add some animation to that UI as well33. next it is time to talk about new feature in unreal engine that is called control rig1. first we create control rig2. we learn what is controls3. we learn some way to do creating controls fast4. we learn about basic IK5. we learn how we can create animation ourself with forward solve6. we learn how to edit animations that we have with backward solve7. next we learn Full body IK8. we use full body IK to put our player character foot always on stairs in runtime34. next we use all of our knowledge with some new node that I show you to create beautiful main menu1. we learn how we can create camera and how to switch between them2. we learn how we can create animation for our cameras with level sequencer3. and at the end we will create a beautiful main menu with our first level that we create together Overview Section 1: Basics Lecture 1 01 download and install unreal engine 5 and create our first project Lecture 2 02 move around scene and change position of objects Lecture 3 03 change scale and rotation of an object in our scene Lecture 4 04 world space and local space and surface snapping Lecture 5 05 snapping , camera speed and views Lecture 6 06 outliner Lecture 7 07 detail panel Lecture 8 08 content drawer Section 2: Imports Lecture 9 09 what is static mesh and material Lecture 10 10 diffrent kind of 3d models Lecture 11 11 import 3d models that have material but no texture attached Lecture 12 12 import 3d model that doesnt have textures Lecture 13 13 import 3d model that has multiple part and multiple material Lecture 14 14 quixel 3d models and materials Lecture 15 3D model used in this section Section 3: Materials Lecture 16 15.Create our first material Lecture 17 16.Base color of material Lecture 18 17.metalic roughness and specular in materials Lecture 19 18.emissive color Lecture 20 19.use textures in materials Lecture 21 20.matrial wrap up Lecture 22 21.Excersize - material 1 Lecture 23 22.Excersize - material 2 Lecture 24 Bonus material tutorial Lecture 25 24.Documentation About materials Section 4: Game Mode Lecture 26 23.Game Mode introduction Lecture 27 24.Check vehicle and first person game mode Lecture 28 25.Create a game mode and pawn Lecture 29 26.add static mesh and camera to our pawn Lecture 30 27.Event graph default nodes Lecture 31 28.Input setting action mapping Lecture 32 29.Axis mapping Lecture 33 30.move our pawn in blueprint Lecture 34 31.Find node that you want in unreal engine Section 5: Character class Lecture 35 32.Create character blueprint class Lecture 36 33.Character blueprint class Lecture 37 34.add movement to our character class Lecture 38 35.left and right movement Lecture 39 36.jump in character class Lecture 40 37.orginizing blueprint nodes and make comments Lecture 41 38.Look up and down and turn left and right Lecture 42 39.add skeletal mesh to our charactert Lecture 43 40.spring arm for camera Section 6: Animation part01 Lecture 44 41.Animation sequence introduction Lecture 45 42.Play animation in character class Lecture 46 43.animation blueprint Lecture 47 44.State machine Lecture 48 45.fix sliding Lecture 49 46.jump animation Lecture 50 47.cached animation Lecture 51 48.Excersize add run cabality to our character Lecture 52 49.Run animation Lecture 53 50.Blend Space 1D Lecture 54 51.Blend Space 2D Lecture 55 52.use Blend space in animation blueprint Section 7: Lets learn more about Blueprint Lecture 56 53. Excersize Camera field of view Lecture 57 54.change field of view for aiming Lecture 58 55.change camera location Lecture 59 56.Timeline Lecture 60 57.Use time line to animate camera Lecture 61 58.make timeline smooth Lecture 62 59.lerp node Lecture 63 60.Orginize Variables Lecture 64 61.Collapse Node Lecture 65 62.Macroes Lecture 66 63.Functions Lecture 67 64.triple A games camera movement Section 8: Animation part02 Lecture 68 65.What we are going to do for next step Lecture 69 66.Calculate Turn left and right Lecture 70 67.Turn Right and Turn left Lecture 71 68.Aim offset animation Lecture 72 69.Calculate Aim offset yaw and pitch Lecture 73 70.seperate aim and turn animation Lecture 74 71.Spring arm or Camera boom or camera rail Lecture 75 72.Animate Spring arm Lecture 76 73.Animation mongases Lecture 77 74.Layered blend per bone Lecture 78 75.turn right and left 90 degree with aim offset Lecture 79 76.fix running and gunning Section 9: Resident Evil CrossHair Lecture 80 77.Create laser shape at the end of our gun Lecture 81 78.Create Laser material Section 10: User Interface Lecture 82 79.Download Crosshair Lecture 83 80.Widget blueprint class Lecture 84 81.Slot Setting Lecture 85 82.Graphic options Lecture 86 83.Render transform Lecture 87 84.Text in UI Lecture 88 85.Widget UI blueprint Section 11: Crosshair Part01 Lecture 89 86.Crosshair on widget blueprint Lecture 90 87.Cross hair Spread Function Lecture 91 88.Default spread amount Section 12: Unreal engine update 5.1 Lecture 92 89.Update unreal engine to 5.1 and see the problems Lecture 93 90.Fix animation on ue5.1 Section 13: Crosshair Part02 Lecture 94 91.Calculate Spread amount for walking and running Lecture 95 92.Calculate Spread amount for when jumping Lecture 96 93.Use interp to Lecture 97 94.Calculate Spread amount when we are aiming Lecture 98 95.Aimig spread amount with interp to Lecture 99 96.Calculate spread amount for firing weapon Lecture 100 97.Timer with custom event and function Lecture 101 98.Automatic rifle with timer Lecture 102 99.Create new level in unreal engine 5 Lecture 103 100.Line trace by channel Lecture 104 101.save where our gun is aiming at Lecture 105 102.yaw offset and pitch offset Lecture 106 103.Project to screen and get middle of screen Lecture 107 104.dynamic Yaw offset calculation Lecture 108 105.dynamic pitch offset Lecture 109 106.Smooth aiming Section 14: Sound CUE Lecture 110 107.Import audio file to unreal engine Lecture 111 108.ambient sound options Lecture 112 109.Attenuation Lecture 113 110.Play sound in blueprint Lecture 114 111.Sound cue Lecture 115 112.Branch in sound cue Lecture 116 113.Concatenator Lecture 117 114.Countinuse modulator Lecture 118 115.Delay node Lecture 119 116.Modulator Lecture 120 117.Random node Lecture 121 118.switch node Section 15: Meta Sound Lecture 122 119.Create meta sound Lecture 123 120.Inputs and Trigger repeat and delay node Lecture 124 121.graph Input Lecture 125 122.Control meta sound in blueprint class Lecture 126 123.Randomize audio for wave asset Lecture 127 124.Mixers Lecture 128 125.Sine wave and envelopes Lecture 129 126.ADSR envelope float Lecture 130 127.Stop fire by gain Lecture 131 128.BPM and random float node Lecture 132 129.Notes in meta sound Lecture 133 130.Use beats in metasound Section 16: Course project Audio Lecture 134 131.Download footstep audio and sxtract it Lecture 135 132.Create metasound for walking Lecture 136 133.play sound in animation sequence Lecture 137 134.use anim notify to play a sound Lecture 138 135.Running sounds Lecture 139 136.Fire weapon audio Section 17: Materials Lecture 140 137.Material Section overview Lecture 141 138.Preview panel Lecture 142 139.Data types with base color Lecture 143 140.Roughness Lecture 144 141.Texture sample Lecture 145 142.Lerp Lecture 146 143.Texture coordinate Lecture 147 144.Component mask and appendMany Lecture 148 145.Time node Lecture 149 146.Panner Lecture 150 147.Material instances Lecture 151 148.Comments Lecture 152 149.Sine Lecture 153 150.Sine remapped Lecture 154 151.Animate opacity Lecture 155 152.Animate World position offset Lecture 156 153.Reroute node Lecture 157 154.Brigtness contrast saturation and tint color Lecture 158 155.Switch and texture parameter Section 18: Niagara system Lecture 159 156.Create empty niagara system Lecture 160 157.Spawn rate Lecture 161 158.Add velocity Lecture 162 159.Initilize particle Lecture 163 160.Curves Lecture 164 161.Shape location Lecture 165 162.Gravity force and drag Lecture 166 163.niagara Options Lecture 167 164.Niagara Somke effect Lecture 168 165.Niagara material with subUV Lecture 169 166.Niagara Fire Lecture 170 167.Niagara Parameter Lecture 171 168.Ribbon renderer Lecture 172 169.Light renderer Lecture 173 170.Mesh renderer Lecture 174 171.Mesh reproduction Section 19: Course project Niagara Lecture 175 172.Import bullet and shell Lecture 176 173.Create material for bullet and shell Lecture 177 174.Shell ejection with niagara system Lecture 178 175.Add shell ejection VFX to character Lecture 179 176.niagara debries for muzzle flash Lecture 180 177.Add niagara debries VFX to Gun Lecture 181 178.Smoke for muzzle flash Lecture 182 179.Create muzzle flash material Lecture 183 180.muzzle flash niagara Lecture 184 181.Create Bullet blueprint class Lecture 185 182.VFX for bullet Lecture 186 183.Niagara Impact bullet effect Lecture 187 184.Bullet impact VFX Lecture 188 185.Bullet hole impact decal Section 20: Collision and physics Lecture 189 186.Collision and physics introduction Lecture 190 187.Simple and complex collision Lecture 191 188.Create simple collision best way Lecture 192 189.Physics Simulation Lecture 193 190.Collision Events Lecture 194 191.Collision Preset and object type Section 21: Course Project Physics Bullet Lecture 195 192.shoot bullet with physics and force Lecture 196 193.Projectile Movement Lecture 197 194.Fix smoke problem Section 22: Lights and Fog Lecture 198 195.Dynamic light and Baked light Lecture 199 196.Point light Lecture 200 197.Spot light Lecture 201 198.Rect light Lecture 202 199.SkyLight Lecture 203 200.Sun Directional light Section 23: Enviroment design Lecture 204 201.Download from marketplace Lecture 205 202.Create blend material Lecture 206 203.Use blend material Lecture 207 204.Create road with asphalt Lecture 208 205.Decals for road Lecture 209 206.SideWalk Lecture 210 207.Add puddle Lecture 211 208.Add props Lecture 212 209.Street light Lecture 213 210.Traphic lights Lecture 214 211.Traphic light logic Lecture 215 212.Corner and trees and bushes Lecture 216 213.Tiling Lecture 217 214.Selection tool Lecture 218 215.Foliage Lecture 219 216.Nanite Lecture 220 217.Building Front Lecture 221 218.Building second floor Lecture 222 219.Bulding wall and windows Lecture 223 220.Building roof Lecture 224 221.window light Lecture 225 222.Day and night cycle Lecture 226 223.Check if it is day or not Lecture 227 224.Event dispatcher Lecture 228 225.Event dispatcher Commenting Lecture 229 226.Light on the nights Lecture 230 227.House lighting Lecture 231 228.Create Blueprint for our House Lecture 232 229.Day and night cycle for house Lecture 233 230.Day and night cycle with timeline Lecture 234 231.Create another building from demo asset Lecture 235 232.Fix and add some light Lecture 236 233.New house lighting day night cycle Lecture 237 234.add some more props Section 24: Landscape Lecture 238 235.Landscape in unreal engine 5 Lecture 239 236.landscape landmass in unreal engine 5 Lecture 240 237.Ocean in unreal engine 5 Lecture 241 238.River in unreal engine 5 Lecture 242 239.Gaea introduction Lecture 243 240.Gaea Graph Lecture 244 241.Gaea to unreal engine Lecture 245 242.Gaea to ue scale and height calculation Section 25: Course Project Landscape Lecture 246 244.Create mountrain Lecture 247 245.Combine and transform multiple mountain Lecture 248 246.Build landscape Lecture 249 247.Import landscape to unreal engine Section 26: Landscape Material Lecture 250 248.Download some texture Lecture 251 249.Material Function Lecture 252 250.Material function Input Lecture 253 251.ORD textures Lecture 254 252.Repeated patern of material Lecture 255 253.Camera depth fade Lecture 256 254.Use camera depth fade for landscape Lecture 257 255.Texture bombing Lecture 258 256.Macro variation Lecture 259 257.World align texture Section 27: Course project landscape material Lecture 260 258.Create auto landscape material Lecture 261 259.Material Function Lecture 262 260.Parameter priority Lecture 263 261.Texture bombing Lecture 264 262.Specular of landscape Lecture 265 263.Normal of landscape Lecture 266 264.ORD texture Lecture 267 265.Layer Blend Lecture 268 266.paint on landscape Lecture 269 267.Use flow path Lecture 270 268.Slope Layer Lecture 271 269.Calculate Slope Lecture 272 270.Use calculated slope with landscape material Lecture 273 271.Use world aligned blend for slope layer Lecture 274 272.Transtition from grass to soil Lecture 275 273.Create snow material Lecture 276 274.World position Lecture 277 275.Auto snow Section 28: Foliage Lecture 278 276.Folaige system Lecture 279 277.manual Foliage Lecture 280 278.Auto grass Lecture 281 279.Procetural Tree spawn Lecture 282 280.Cluster in procetural tree Lecture 283 281.Curl distance Lecture 284 282.Level of details Lecture 285 283.Exclude layer Lecture 286 284.Exclude layer for grass Lecture 287 285.Procedural trees options Section 29: Simple AI Lecture 288 286.Download asset for ai Lecture 289 287.Create material for droid Lecture 290 288.Create all class that is needed for AI Lecture 291 299.Find way to go location Lecture 292 300.Make droid patrol between two location Lecture 293 301.Use show widget variable for location to go Lecture 294 302.Patrol point with widget Lecture 295 303.Chase Player Lecture 296 304.Set blackboard variable directly from character class Lecture 297 305.Get player object Lecture 298 306.Decerator and selector Section 30: Zombie Character Lecture 299 307.Download and import zombie character Lecture 300 308.Create character for zombie Lecture 301 309.Which part of zombie we hit Lecture 302 310.Phyisics material and surface type Lecture 303 311.Blood drop material Lecture 304 312.Blood drop niagara system Lecture 305 313.Send particle data from niagara to blueprint Lecture 306 314.Get collision data in blueprint Lecture 307 315.Create blood decal Lecture 308 316.Spawn blood decal Lecture 309 317.Shoot the edge of zombie Lecture 310 318.Organize the blueprint Lecture 311 319.Apply damage and recieve damage Lecture 312 320.HeadShot Lecture 313 321.Zombie health Lecture 314 322.Health bar Lecture 315 323.Animation montage Lecture 316 324.Zombie Animation Blueprint Lecture 317 325.Zombie stay dead animation Lecture 318 326.Show and Hide health bar Lecture 319 327.Hit number widget Lecture 320 328.Hit number location Lecture 321 329.Hit number animation Lecture 322 330.Hit number color Section 31: Zombie AI Lecture 323 331.Create zombie ai asset Lecture 324 332.Zombie patrol Lecture 325 333.Zombie walk animation Lecture 326 334.Zombie Chase player Lecture 327 335.Zombie stay dead and not moving Lecture 328 336.Zombie Run Lecture 329 337.Zombie stunned when shooting it Lecture 330 338.Zombie chase player if hit by bullet Lecture 331 339.Nav mesh size Lecture 332 340.Collision for attack range Lecture 333 341.Attack anim montage Lecture 334 342.Zombie attack player Lecture 335 343.Zombie attack collision Lecture 336 344.Apply damage to Player Lecture 337 345.Attack Collision notify Lecture 338 346.Wait task Lecture 339 347.Zombie skin Lecture 340 348.Zombie Random skin Section 32: Player Character Lecture 341 349.Player health bar Lecture 342 350.Health bar animation Lecture 343 351.Character hit animation montage Lecture 344 352.character hit animation Lecture 345 353.Shiled actor Lecture 346 354.PickUp item widget blueprint Lecture 347 355.Add widget to item Lecture 348 356.Widget star Lecture 349 357.Add shield amount to hud Lecture 350 358.Shield bar animation Lecture 351 359.Star animation Lecture 352 360.Get in front of camera position Lecture 353 361.Shiled pickup animation with VInterpTo Lecture 354 362.Get values from curves Lecture 355 363.use curve value to animate shield Lecture 356 364.Shield Glow Lecture 357 365.Shield glow with Fresnel Section 33: Control rig Lecture 358 366.Create control rig Lecture 359 367.control bone with control Lecture 360 368.Create controls fast Lecture 361 369.clavicle controls with FK Lecture 362 370.Basic IK in control rig Lecture 363 371.Right arm basic IK Lecture 364 372.Foots IK Lecture 365 373.Create animation with control rig Lecture 366 374.Backward solve Lecture 367 375.Edit animation with control rig Lecture 368 376.Full Body IK setup Lecture 369 377.Foot IK on the ground introduction Lecture 370 378.Foot trace function Lecture 371 379.Calculate distance between foots and the ground Lecture 372 380.Put foot on the ground Section 34: Main menu Lecture 373 381.Switch between camera Lecture 374 382.Camera animation Lecture 375 383.Make level ready for main menu Lecture 376 384.create main menu widget blueprint Lecture 377 385.Main menu buttons Lecture 378 386.On click event for main menu button If you want to learn game design with unreal engine 5 |