Create Zeldar-Like Skills With C++ In Unreal Engine 5

Posted By: ELK1nG

Create Zeldar-Like Skills With C++ In Unreal Engine 5
Published 9/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 24.02 GB | Duration: 8h 1m

Learn all you need to know about designing skill and locomotion managements with C++ in Unreal Engine 5!

What you'll learn

A powerful skill framework to handle various abilities

Create abilities of remote bomb, magnesis, ice actor and stasis skill

Sprint/Gliding/Exhuasted/normal state management with stamina system

Robust and neat UI system for Multiple gameplay mechanical actors such as wind tunnel, pressure plate, pickable object, breakable wallskill selection

Communication between C++ and blueprint

Requirements

Basic C++ experience with unreal engine is required

Description

Please read requirement first, learners need to have basic understanding of C++. Or I recommend you take basic level C++ course first. Welcome to "Create Zeldar-like skills with C++ in unreal engine 5"! You will learn how to create a skill framework which can handle various abilities including remote bomb, magnesis, stasis and ice actor, and basic locomotion states such as sprinting, gliding and exhausted states. I prepared reference projects for every lesson so when you are stuck in any lesson you can freely download them and compare your own project with them! Don't worry about making mistakes, learn from them!In the first section, we're going to setup project and implement basic locomotion states for player character from scratch in C++. With enhanced input system and locomotion manage, these customized actions will be triggered when player character meets certain conditions. For example, once player character is falling from high place and having enough stamina, gliding action is available. If stamina is depleted, player character cannot jump, sprint or gliding anymore.Secondly, we will design and create a powerful framework to manage various skills before any skill creation. Only one skill could be activated at one time. Thanks to the convienient communication between blueprint and c++ in unreal engine, we can easily transfer information from UI to our code base. It is the best way to take advantage of them. Blueprint is more convenient for visual design and c++ is more performant for game in general.Thirdly, we're focus on several kinds of different skills including remote bombs, magnesis, stasis and ice actor spawning. In remote bomb skill, a bomb will be spawned and player character can throw it out. When it explodes on breakable wall, it will crash and if it explodes on grass, a tempory wind tunnel will be spawned, which might be helpful for player to solve puzzles in the game. Sure I will introduce more details in the course. Though their logics are totally different, they all in the same skill framework so developer can easily add new skill types. At last, several useful gameplay object will be implemented for better play experience. Those objects must be compatible with skill framework. For example, interactable object such as rock will be added. When player is holding a rock but trying to activate a skill, this rock must be dropped first. Similarly, pressure plate, wind tunnel, breakable walls will be implemented.You can also join my discord to ask question or in udemy Q&A part. With detailed reference project provided in each lecture and a step-by-step approach, what are you waiting for? Join the course and there's no better time to start your own dream project now!

Overview

Section 1: Setup project and basic locomotion states

Lecture 1 Course Introduction

Lecture 2 Project Creation And Configuration

Lecture 3 Camera Boom And Camera

Lecture 4 Enhanced Input Part 01

Lecture 5 Enhanced Input Part 02

Lecture 6 Character Movement

Lecture 7 Rotate Camera

Lecture 8 Locomotion Manager

Lecture 9 Sprinting Action

Lecture 10 Stamina atribute

Lecture 11 Stamina UI

Lecture 12 Animation UI

Lecture 13 Exhausted State

Lecture 14 Gliding State

Lecture 15 Simulated Gravity And Falling State

Lecture 16 Handle Animation From Cpp

Lecture 17 Import Assets And Setup Animations

Lecture 18 Display Parachutte Model

Lecture 19 Wind Tunnel

Section 2: Skills management framework

Lecture 20 Skill Selection Panel Part 01

Lecture 21 Skill Selection Panel Part 02

Lecture 22 Skill Selection Panel Part 03

Lecture 23 Skill Framework Part 01

Lecture 24 Skill Framework Part 02

Section 3: 5 Skills Creation

Lecture 25 Remote Bomb Part 01

Lecture 26 Remote Bomb Part 02

Lecture 27 Remote Bomb Part 03

Lecture 28 Remote Bomb Part 04

Lecture 29 Magnesis Part 01

Lecture 30 Magnesis Part 02

Lecture 31 Magnesis Part 03

Lecture 32 Magnesis Part 04

Lecture 33 Magnesis Part 05

Lecture 34 Magnesis Part 06

Lecture 35 Ice Actor Part 01

Lecture 36 Ice Actor Part 02

Lecture 37 Ice Actor Part 03

Lecture 38 Ice Actor Part 04

Lecture 39 Ice Actor Part 05

Lecture 40 Ice Actor Part 06

Lecture 41 Ice Actor Part 07

Lecture 42 Stasis Part 01

Lecture 43 Stasis Part 02

Lecture 44 Stasis Part 03

Section 4: Other gameplay mechanical actors

Lecture 45 Interact Objects Part 01

Lecture 46 Interact Objects Part 02

Lecture 47 Interact Objects Part 03

Lecture 48 Interact Objects Part 04

Lecture 49 Pressure Plate Part 01

Lecture 50 Pressure Plate Part 02

Lecture 51 Breakable Actor Part 01

Lecture 52 Breakable Actor Part 02

Lecture 53 Spawn Temporary Wind Tunnel Part 01

Lecture 54 Spawn Temporary Wind Tunnel Part 02

Section 5: Bonus

Lecture 55 Final Showcase Project

Learners who want to build a project with multiple skills,Learners who want to apply their C++ knowledge to game project,Learners who want to create a zelder-like third-person puzzle game