Unreal Engine 5 C++ The Ultimate Game Developer Course
- Descrição
- Currículo
- FAQ
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Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game!
This course will take you from beginner to hero as we create everything in this course project from scratch. Learn Unreal Engine 5’s new features from Open World maps, Quixel Bridge megascans for ultra-realistic environments, landscape sculpting and painting, dungeons, free-roaming creatures and humanoids with various weapons, breakable objects that spawn treasure, and more!
Slay your way through your open world level, hacking and slashing creatures, breaking pots and collecting treasure and souls, and try to keep your health and stamina high!
We will implement enemy behavior that can be reused for various creature types, including gruntlings, raptors, insects, and golems. Code your character to be able to pick up and equip better and better weapons as she slays stronger and stronger monsters and collects loot.
We will cover new Unreal Engine 5 features such as Motion Warping, Meta Sounds, Linked Anim Graphs, UE5’s new retargeting system with IK Rigs and IK Retargeters, Leg IK with Control Rigs, visual effect creation in Niagara, and more!
We’ll start with a completely empty level and add everything from sky and atmosphere, nature, trees and plants, and we’ll even import an entire dungeon level with the use of UE5’s new Packed Level Instance feature.
We will cover vectors and game development mathematics in a full math section to prepare you for gameplay programming before diving in and creating our first C++ class.
We will then learn Unreal Engine’s class hierarchy, creating a basic Actor, learning about trigonometry as we use the sine function to give our items floating behavior.
We then create a Bird using the Pawn class so we can fly around our level and get a literal bird’s-eye view.
We then create our Character class, using Echo from the Valley of the Ancient Epic-released free project, a beautiful and lifelike humanoid with cloth physics on her scarf and garments.
We implement weapon equipping and combat. We learn how to calculate directional hit reactions, using root motion animations to make our enemies stumble in the correct direction based on the direction of impact.
We give our enemies patrolling behavior, then chasing and attacking behavior. We make our enemies smarter with the use of UE5’s new Motion Warping system, warping our enemy’s location and rotation to make it hit the target more frequently, and making it harder to move out of harm’s way.
We then give Echo a fighting chance, by implementing a dodge ability, similar to Dark Souls and Elden Ring. She can dodge out of the way while the enemy swings fervently, making them miss so we can move in to counter-attack.
We make breakable pots and vases using the Chaos destruction system, and these breakables spawn treasure when we break them, allowing us to collect loot and increment our gold count in the HUD.
We create a beautiful Soul effect in Niagara, and make enemies spawn souls upon death so we can gain experience points.
We learn how to make enemies stronger with an Attribute component, giving them varying levels of health and damage, and soul spawn counts.
We use UE5’s new Animation Blueprint Templates to reuse all of our enemy code to create different types of enemies, from humanoids that wield weapons to creatures that bite, sting, and smash.
Get your RPG project started with this amazing course, which is the product of nearly a decade of professional Unreal Engine experience and teaching.
This course is in a whole new universe than the original UE4 version I created four years ago! Benefit from years of learning, teaching, and implementing Unreal’s newly evolved system with its cutting-edge game creation capabilities!
This is my most well-taught course yet, and by far the most beautiful game project of all my courses on Udemy thus far.
Join me and let’s have a ton of fun creating the start of an action RPG hack-and-slash Open World game in Unreal Engine 5!
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1IntroductionVídeo Aula
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2How to Get HelpVídeo Aula
We cover the various resources and ways to get help for this course, as well as the Druid Mechanics Discord community, a place where you can get to know other students and discuss issues related to this course!
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3Installing Unreal Engine 5Vídeo Aula
We install the Epic Games Launcher and the latest version of Unreal Engine 5
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4The Level Editor ViewportVídeo Aula
We look at the Level Editor Viewport and learn how to maneuver throughout the world
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5View ModesVídeo Aula
We learn how to look at our world in different ways
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6Object ManipulationVídeo Aula
We learn how to select and manipulate objects in our world
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7PanelsVídeo Aula
We learn about the Outliner, Details, Content Browser, and Place Actors Panels in the Level Editor
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8Section 1 ChallengeVídeo Aula
We are challenged to test what we've learned in this section and share it with the community!
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9New Assets for Students!Texto
We have created new assets for you to use instead of Quixel as the Quixel assets will no longer be free as of Jan. 2025.
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10Quixel BridgeVídeo Aula
We enable Quixel Bridge to access countless free megascans to build a realistic world
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11Open WorldVídeo Aula
We discuss the new Open World feature in Unreal Engine 5 and how it works
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12Lighting and AtmosphereVídeo Aula
We learn about the different types of objects associated with a scene's lighting and atmosphere
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13LandscapeVídeo Aula
We create a landscape and learn how to shape and sculpt it
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1411 - Landscape MaterialVídeo Aula
We learn how to combine multiple surfaces into a single Landscape Material and switch between layers
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15Landscape PaintingVídeo Aula
We paint our landscape using the various layers in our Landscape Material
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16Tiling in Landscape TexturesTexto
If you're wanting more complexity in your materials, learn how to eliminate the tiling in your textures!
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17Foliage PaintingVídeo Aula
We learn how to paint foliage onto our landscape
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18More Foliage PaintingVídeo Aula
We add more foliage and paint bushes, shrubs and even trees onto the landscape
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19Post Process VolumeVídeo Aula
We create a Post Process Volume to fine-tune the appearance of our scene
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20Forest Polish UpVídeo Aula
We add the finishing touches to the forest, including more grass and rocks, sticks and branches
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21If You Get This Popup While Migrating...Texto
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22Packed Level ActorsVídeo Aula
We learn how to pack geometry into small levels and instance them into the scene
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23MountainsVídeo Aula
We add mountains and use groups of rocks to create Packed Level Actors
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24Level InstancesVídeo Aula
We learn how to instance entire levels and bring in a dungeon from the marketplace into our world
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25Section 2 ChallengeVídeo Aula
We are challenged to place bookmarks and take high-resolution screenshots of our levels and share them with the community!
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26CoordinatesVídeo Aula
We discuss how locations in space can be represented by coordinates
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27VectorsVídeo Aula
We discuss the mathematical definition of the vector
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28Vector ExamplesVídeo Aula
We look at some game-related examples of vectors
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29Vector OperationsVídeo Aula
We discuss basic vector operations such as multiplication by a scalar, vector addition, and vector subtraction
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30Vector Operations ExamplesVídeo Aula
We work out some game-related vector operation examples
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31Vector MagnitudeVídeo Aula
We learn how to mathematically calculate the length, or magnitude, of a vector
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32Vector Magnitude ExamplesVídeo Aula
We learn how the formula for a vector's magnitude can be extended to 3 dimensions and work an example
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33Vector NormalizationVídeo Aula
We learn that it's sometimes useful to have vectors with a length of 1, and that these are called normalized vectors
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34RotatorsVídeo Aula
We learn about Yaw, Pitch, and Roll, and how these are rotational values for an object stored in a mathematical construct known as a Rotator
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35Section 3 ChallengeVídeo Aula
We are challenged to think of a situation where we would need vector operations in game development
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36Integrated Development Environment (IDE)Vídeo Aula
We discuss compatible IDEs for Unreal Engine and which one I recommend
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37Jetbrains Rider is now Free for non-commercial useTexto
If you would like to use Rider as your IDE, you can now get it for free for non-commercial use.
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38Setting up Visual StudioVídeo Aula
We install and set up Visual Studio 2022 and configure it properly for Unreal Engine.
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39C++ RefresherVídeo Aula
We go over the most important concepts from C++ that we will be taking advantage of in Unreal Engine 5
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40Reflection and Garbage CollectionVídeo Aula
Unreal Engine uses the concepts of Reflection and Garbage Collection. We learn what those things are and how they work in Unreal Engine
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41Section 4 ChallengeVídeo Aula
We are challenged to explain a difficult concept from C++ in our own words
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42Actor CreationVídeo Aula
We create our first Unreal Engine C++ class and take a look at what it starts out with
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43Blueprint CreationVídeo Aula
We create a Blueprint based on our first Actor
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44Onscreen Debug MessagesVídeo Aula
We learn how to print debug messages to the screen from C++
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45How to Properly CompileVídeo Aula
There are some misconceptions about Live Coding, generating VS project files, and how to properly compile. In this video, I discuss my current recommended workflow, which is to close the Unreal Engine editor and compile in the IDE for code changes and new classes.
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46Formatting StringsVídeo Aula
We learn how strings can be formatted using the FString::Printf function
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47Drawing Debug SpheresVídeo Aula
We learn how to draw debug spheres in Blueprint and C++
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48Drawing Debug LinesVídeo Aula
We learn how to draw debug lines
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49Drawing Debug PointsVídeo Aula
We learn how to draw debug points
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50Custom Header FilesVídeo Aula
We create a custom header file for our debug macros
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51Section 5 ChallengeVídeo Aula
We are challenged to look into the other debug functions and see how they work
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52SetActorLocationVídeo Aula
We learn how to set the location of an Actor in Blueprint and C++
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53SetActorRotationVídeo Aula
We learn how to set the rotation of an Actor in Blueprint and C++
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54Actor World OffsetVídeo Aula
We learn how to add an offset to our Actor so we can move it with code
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55Trig FunctionsVídeo Aula
We learn the basics of trigonometry and the relationship of the sine function to angles and triangles
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56The Sine FunctionVídeo Aula
We apply the sine function to our Actor to make it rise and sink
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57Exposing Variables to BlueprintVídeo Aula
We learn about the UPROPERTY macro and specifiers that allow us to expose variables to Blueprint
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58Visible But Not EditableVídeo Aula
We learn how to expose variables to the event graph but prevent them from being edited
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59Exposing Variables to the Event GraphVídeo Aula
We now learn how we can expose variables to the Blueprint Event Graph so they can be changed at runtime
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60Exposing Functions to BlueprintVídeo Aula
We learn about the UFUNCTION macro and how to expose functions and make our sine function callable in Blueprint
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61Template FunctionsVídeo Aula
We learn about template functions and create one of our own
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62ComponentsVídeo Aula
We learn how to add components to an Actor Blueprint and reassign the Root component
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63Components in C++Vídeo Aula
We learn about Default Objects for classes and components and we create a component in C++
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64Section 6 ChallengeVídeo Aula
We are challenged to make our Item rotate
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65The Pawn ClassVídeo Aula
We create a Bird class based on Pawn
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66Capsule ComponentVídeo Aula
We add a Capsule Component to our Bird class
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67Forward DeclarationVídeo Aula
We learn the importance of forward declaration and what happens when we don't use it
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68Skeletal Mesh ComponentsVídeo Aula
We learn how Skeletal Mesh Components have a Skeleton asset and that they can be animated
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69Enhanced InputTexto
We will be converting the project to use Enhanced Input! Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
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70Binding InputsVídeo Aula
We learn about Unreal Engine's input system and assign Axis Mappings to keyboard input
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71Enhanced Input for MovementTexto
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
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72Adding Movement InputVídeo Aula
We learn how to bind callback functions to our input Axis Mappings
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73Camera and Spring ArmVídeo Aula
We add Camera and Spring Arm Components to our Bird and about the capabilities of the Spring Arm
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74Enhanced Input for Controller InputTexto
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
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75Adding Controller InputVídeo Aula
We learn about how to add input to the Controller to rotate it and let our Pawn follow its rotation
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76Setting the Default PawnVídeo Aula
We learn how to specify which Pawn is used by the Game Mode
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77Section 7 ChallengeVídeo Aula
We are challenged to fly our Bird throughout our Open World map and take some high resolution screenshots!
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78The Character ClassVídeo Aula
We create our first Character class based on ACharacter
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79Enhanced Input for the CharacterTexto
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
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80Character InputsVídeo Aula
We set up movement functions for input
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81Character Camera and SpringArmVídeo Aula
We add the Camera and Spring Arm Components to our Character class
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82The Rotation MatrixVídeo Aula
We learn about the Rotation Matrix, a tool we can use to get the forward direction of our Controller
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83Controller DirectionsVídeo Aula
We use the Rotation Matrix in code to get our Controller's forward direction
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84Hair and EyebrowsVídeo Aula
We use the Groom Component to give Echo hair and eyebrows!
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85Custom Hair ColorVídeo Aula
We learn how to change the color of the hair in our Groom Components
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86Section 8 ChallengeVídeo Aula
We are challenged to customize Echo's hair to our liking, and see if we can find anything else we can customize