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
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