Unreal Engine 5 C++: Make Your Own Action Combat Game

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素材介绍

Unreal Engine 5 C++: Make Your Own Action Combat Game

Published 8/2024

MP4 | Video: h264, 1920×1080 | 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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