English | MP4 | AVC 1280×720 | AAC 44KHz 2ch | 209 lectures (29h 34m) | 16.2 GB
Created in collaboration with Epic Games. Learn C++ from basics while making your first 5 video games in Unreal
Ready to make games in the amazing world of Unreal Engine 5?
This “critically-acclaimed” and “insanely successful” Unreal Engine course was created in collaboration with Epic Games.
The majority of the course has been fully updated and remastered to Unreal Engine 5. Existing students get all the new material for free.
Learn how to create and mod video games using Unreal Engine 5, even if you’re a complete beginner. Unreal is a free-to-use game development engine used by AAA studios and indie developers worldwide. It is a massive and powerful beast, but we break it down step-by-step so you can tame it.
We start super simple so no prior experience of Unreal or coding is needed! With our online tutorials, you’ll be amazed at what you can achieve. We believe project-based learning is the best way to learn Unreal Engine, so you’ll create 5 Unreal games!
Already know Unreal and want to learn VR or Multiplayer? Check out our other Unreal courses, just look for the green leaf for our other world-class Unreal courses.
Learn C++, the powerful industry-standard language from scratch. By the end of the course, you’ll be very confident in the basics of coding and game development, and hungry to learn more.
What you’ll learn
- How to make games in Unreal Engine 5.
- C++, the games industry standard language.
- Object Oriented Programming and how to put it into practice.
- Game design principles.
- Programming patterns and best practices.
- Artificial Intelligence behaviour programming for enemies.
- Write code that is clean and to understand.
- When to use Blueprint or C++.
- How to achieve anything you want in Unreal using C++.
- Unreal Gameplay Framework to make games easily.
- Strong and transferable problem solving skills.
- Modern game development technologies and techniques.
Table of Contents
Intro & Setup (New UE5 Content)
1 New Updated UE5 Content
2 Welcome To The Course
3 Installing Unreal Engine
4 Community & Support
5 Links & Resources
6 Navigating The Viewport
7 Moving & Placing Actors
8 C++ versus Blueprint
9 Helping Us To Help You
Warehouse Wreckage (New UE5 Content)
10 Section Intro – Warehouse Wreckage
11 Project Setup
12 Blueprint Event Graph
13 Physics Simulation
14 Objects and References
15 Adding an Impulse
16 Blueprint Classes and Instances
17 Spawning Actors
18 Data Types
19 Pawns and Actor Location
20 Control Rotation
21 Vector Addition & Multiplication
22 Get Forward Vector
23 Importing Assets
24 Geometry Brushes (BSP)
25 Materials and Lighting
26 Actor Components
27 Collision Meshes
28 Variables
29 Booleans and Branches
30 Functions
31 Return Types
32 Pure Functions
33 Member Functions
34 Loading Levels & Delay Nodes
35 Wrap-up and Recap
Obstacle Assault (New UE5 Content)
36 Section Intro – Obstacle Assault
37 Project Setup
38 Customizing The Character
39 Compilers and Editors
40 PC – Installing Visual Studio
41 Mac – Installing XCode
42 Installing VSCode
43 Compiling a C++ Project
44 UPROPERTY Variables
45 Live Coding Issues
46 C++ Files & BeginPlay
47 Using Structs In C++
48 Calling Functions in C++
49 Tick
50 Local Variables
51 Pseudo Code
52 Function Return Values
53 Velocity & DeltaTime
54 Scope Resolution Operator
55 If Statements
56 Using Member Functions
57 Blueprint Child Classes
58 Forcing Character Collisions
59 GameMode
60 Writing To The Output Log
61 FString
62 Member Functions
63 Return Statements
64 Const Member Functions
65 FRotator
66 Level Design & Polish
67 Obstacle Assault Wrap-Up
Crypt Raider (New UE5 Content)
68 Section Intro – Crypt Raider
69 Project Setup
70 Modular Level Design
71 Modular Level Layout
72 Solution Modular Level Layout
73 Light Types
74 Lumen & Light Bleed
75 Level Lighting
76 Character Blueprint
77 Inheritance vs Composition
78 C++ Actor Component
79 Pointer Types & GetOwner()
80 Dereferencing & Arrow (-) Operator
81 Linkers, Headers and Includes
82 FMathVInterpConstantTo
83 Scene Components
84 Line Tracing & Sweeping
85 GetWorld()
86 DrawDebugLine()
87 References vs Pointers
88 Const References & Out Parameters
89 Geometry Sweeping
90 Input Action Mappings
91 Blueprint Callable
92 FindComponentByClass() & nullptr
93 DrawDebugSphere()
94 Grabbing With Physics Handle
95 Waking Physics Objects
96 Returning Out Parameters
97 Overlap Events
98 Constructors
99 TArray
100 While & For Loops
101 Range Based For Loops
102 Actor Tags
103 Early Returns
104 Dependency Injection
105 Casting & Actor Attachment
106 Adding and Removing Tags
107 Boolean Logical Operators
108 Level Polish
109 Crypt Raider Wrap-Up
Toon Tanks (v2)
110 Differences Between UE5 and UE4
111 Project Intro
112 Pawn Class Creation
113 Creating Components
114 Forward Declarations & Capsule Component
115 Forward Declaration & Constructing The Capsule
116 Static Mesh Components
117 Deriving Blueprint Classes
118 Instance vs Default
119 Editing Exposed Variables
120 Exposing The Components
121 Creating Child C++ Classes
122 Possessing The Pawn
123 Handling Input
124 Local Offset
125 Movement Speed
126 Local Rotation
127 Casting
128 Using the Mouse Cursor
129 Rotating the Turret
130 The Tower Class
131 Fire
132 Timers
133 The Projectile Class
134 Spawning The Projectile
135 Projectile Movement Component
136 Hit Events
137 Health Component
138 Applying Damage
139 The Game Mode Class
140 Handling Pawn Death
141 Custom Player Controller
142 Starting The Game
143 The Start Game Widget
144 Countdown Timer
145 Displaying Countdown Time
146 Winning And Losing
147 Game Over HUD
148 Hit Particles
149 Smoke Trail
150 Death Particles
151 Sounds
152 Displaying A Lose Screen
153 Polish And Wrap-Up
Simple Shooter
154 Section Intro Simple Shooter
155 Project Setup
156 Pawns vs Characters in C++
157 Character Movement Functions
158 Controller Aiming
159 Third Person Camera Spring Arm
160 Skeletal Animations 101
161 Editing Collision Meshes
162 Animation Blueprints 101
163 D Blend Spaces
164 Connecting Animation To Gameplay
165 Inverse Transforming Vectors
166 Calculating Animation Speeds
167 Gun Actors
168 Spawning Actors At Runtime
169 Attaching To Meshes Via Sockets
170 Shooting Architecture
171 Spawning Particle Effects
172 Player View Point
173 Line Tracing By Channel
174 Impact Effects
175 Dealing Damage To Actors
176 Virtual Methods In C++
177 Overriding TakeDamage
178 Blending Animations By Booleans
179 Blueprint Pure Nodes
180 Create and Setup an AI controller
181 AI Aiming
182 Nav Mesh And AI Movement
183 Checking AI Line Of Sight
184 BehaviorTrees And Blackboards
185 Setting Blackboard Keys In C++
186 Behavior Tree Tasks And Sequences
187 BT Decorators And Selectors
188 Custom BTTasks In C++
189 Executing BTTasks
190 BTTasks That Use The Pawn
191 BTServices In C++
192 Ignoring Actors In Line Traces
193 Ending The Game
194 Setting Timers In C++
195 Displaying A Lose Screen
196 Iterating Over Actors
197 Calculating The Win Condition
198 Refactoring PullTrigger
199 Weapon Sound Effects
200 Randomized Sound Cues
201 Sound Spatialization
202 Crosshairs and HUDs
203 Health Bars
204 AimOffsets
205 Animation State Machines
206 Complex State Machines
207 Wrap-up And Challenges
Updates and Important Messages
208 Coupon For Original Course Content
Continuing Your GameDev Journey
209 Bonus Lecture
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