English | MP4 | AVC 1920×1080 | AAC 44KHz 2ch | 122 lectures (15h 29m) | 13.08 GB
Master Dynamic Combat, AI Challenges, and C++ Techniques to Create Your Own Epic Action Games in UE5
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!).
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.
Table of Contents
Introduction Setup
1 Accessing Our Projects
2 Community Support
3 Installing Unreal and Visual Studio
4 Starting a New Project
5 Check Out the Book
Character Movement
6 Section Intro Character Movement
7 Importing the Player and Enemy Models
8 Adding Animation Blueprints
9 Adding Animation Blendspaces
10 Playing Animation Blendspaces
11 Creating a C Anim Instance Class
12 Unreal Properties
13 Converting Nodes Into Functions
14 Function Specifiers
Lockon System
15 Section Intro Lockon System
16 Debugging File Updates
17 Creating an Actor Component Class
18 Adding Input Actions
19 Understanding Tracing and Channels
20 Performing Traces With C
21 Locking the Camera and Player
22 Rotating the Player Toward the Target
23 Adjusting the Camera
24 Ending the Lockon
25 Breaking the Lockon
26 Adding a Target Widget
27 Adding Interfaces
28 Validating Interfaces
29 Implementing Interface Functions
30 Combat Locomotion
31 Observer Pattern
32 Calculating the Players Direction
33 Lockon Section Cleanup
Player Combat
34 Section Intro Player Combat
35 Grabbing Socket Locations and Rotations
36 Adding Tracing to Our Weapon
37 Drawing Debug Shapes
38 Storing Animation Montages
39 Playing Combo Attacks
40 Animation Notifications
41 Enabling Root Animations
42 Overriding Virtual Functions
43 Applying Damage to Opponents
44 Ignoring Targets
45 Animation Notify States
Stats
46 Section Intro Stats
47 Creating Maps
48 Defining Enums
49 Instantiating Components
50 Reducing Character Health
51 Reducing Stamina
52 Checking for Stamina
53 Adding Sprinting
54 Draining Stamina
55 Stamina Regeneration
56 Adding a Regeneration Delay
Enemy Behaviour
57 Section Intro Enemy Behavior
58 Starting the Boss Animation
59 Pawn Sensing
60 Running a Behavior Tree
61 Blackboard Decorator
62 Setting and Getting Blackboard Keys
63 Creating Behavior Tasks
64 Playing the Ranged Attack Animation
65 Creating a Projectile Actor
66 Spawning the Projectile
67 Rotating the Projectile
68 Rotation Interpolation
69 Rotating With Anim Notify States
70 Collision Overlap Event
71 Changing Particle System Templates
72 Setting Timers
73 Disabling Collision
74 Applying Damage to Players
75 Generating Random Values
76 Switching to the Charge State
77 Animations With State Machines
78 Playing the Charge Animation
79 Overriding the TickTask Function
80 AI Move Requests
81 Binding a Function to an Event
82 Boosting the Characters Speed
83 Finishing Latent Tasks
84 Unreal Structures
85 Refactoring the Trace Component
86 Supporting Damage on the Enemy
87 Creating Behavior Tree Services
88 Aborting a Task
89 Switching to the Melee State
90 Actor Move Requests
91 Finishing the Melee Task
92 Selecting Random Attacks
93 Grabbing the Animation Duration
94 Switching to the Range Attack
95 Finishing Touches
96 Creating a Melee Range Stat
Game Interface
97 Section Intro Game Interface
98 Designing the Player UI
99 Pure Blueprint Functions
100 Updating the UI With Events
101 Fixing the Enemys Target Reset
102 Designing the Enemy UI
103 Finishing the Enemy UI
104 Widget Animations
105 Playing Widget Animations
Finishing Touches
106 Section Intro Finishing Touches
107 Disabling Player Input
108 Subscribing to Events With C
109 Stopping AI Brain Logic
110 Destroying Widgets
111 Ending the Lock on Behavior
112 Cached Poses and Blending Bones
113 Playing the Block Animation
114 Using Dot Products
115 Hit Animations
116 Rotating on an Axis
117 Ignoring Damage
118 Spawning Emitters
119 Fixing the Player Attack Reset
120 Camera Shake
121 Adding a New Map
Course Wrapup
122 Outro
Resolve the captcha to access the links!