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    Unreal Engine 5 Blueprints - The Ultimate Developer Course

    Posted By: ELK1nG
    Unreal Engine 5 Blueprints - The Ultimate Developer Course

    Unreal Engine 5 Blueprints - The Ultimate Developer Course
    Published 8/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 56.11 GB | Duration: 41h 25m

    Code Your First Four Game Projects in Unreal Engine 5 with Blueprint Visual Scripting - From Beginner to Advanced!

    What you'll learn

    Create complete games of different genres including flying shooters, 3D platformers, 2D side scrollers, and vehicles .

    Program gameplay with Blueprints, without needing to write code.

    Get free, high quality assets for levels, characters, props and effects into your game projects.

    Blueprint best practices for development, including optimization, speed, memory, and project structure.

    Unreal Engine's modeling and rigging tools.

    Create effects with Niagara Systems and MetaSounds.

    Understand Unreal Engine Materials and create Materials from pro texture maps.

    Manage dependencies, the impacts of Tick and Casting, async loading of assets, soft object references and soft class references.

    Requirements

    No experience necessary. Start as an absolute beginner.

    A desire to learn how to make video games!

    A computer with internet access.

    Must meet the minimum system requirements to run Unreal Engine 5.

    Description

    This is the Ultimate Blueprint course for Unreal Engine 5.In this course, you will start with absolutely no experience in game development whatsoever. All of the important terms and concepts in game development will be introduced to you and explained carefully and in detail. By the end, you will have four small game projects of different genres, ranging from 2D to 3D, and you'll understand the underlying principles needed to make any creation you can imagine.The course starts you off as a complete beginner, but experienced developers will also benefit from this course, as many best practices and advanced features are covered throughout.The course begins at the beginning - downloading the Epic Games Launcher, where we will install Unreal Engine 5, as well as gain access to the Epic Games Marketplace where we can get tons of free, high-quality assets for our games. After familiarizing ourselves with the Unreal Engine editor, learning about asset types and how to import asset files, we get some practice manipulating objects in the level and building simple game environments with free asset packs.We then get started learning the basic structure of the Blueprint visual scripting system, as well as cover the fundamental math skills every game developer needs to understand. We get practice visualizing vectors in the engine with the various debug drawing Blueprint nodes.With the original assets created specifically for this course, we then create our first simple game, Bad Bot - a drone flying shooter. We cover the fundamentals of Unreal Engine's class hierarchy, learning about the various game classes that come together to form a basic game - including the Actor, the Pawn, the Game Mode, and the Controller. We learn how to bind inputs from keyboard, mouse, and console controller using Unreal Engine's Enhanced Input System. This project covers spawning enemy bots, firing projectiles, and adding sound and visual effects such as impacts and explosions, before finishing the level with a boss fight.We then dive deep into Unreal Engine's collision framework, with a section dedicated to the collision system in Unreal Engine. We learn how Unreal Engine handles collision, including knowledge of:The physics system versus the query systemCollision Complexity and how meshes can have both simple and complex collision and how to configure theseHow the method of movement determines the type of interactions objects will have with each otherSweeping collisions versus physics collisionsCollision Enabled, Collision Object Types, and Collision Responses, and how these work togetherCustom collision channels, custom collision profiles, and optimization for performanceBy the end of this chapter, Unreal Engine's collision framework will be completely demystified and you'll easily be able to configure the collision settings correctly so that your game object interact as intended, optimized for performance, and without invisible collision interactions affecting the game's frame rate.With our newly-acquired collision skillset, we start the second game project of the course, Jetpack Journey - a third-person platformer with Kix, an original character created, rigged, and animated for this course. Kix has a jetpack, allowing us to step up our complexity, going from the Pawn class to the Character class. We learn about the Character Movement Component, and how to change movement modes from walking to flying. We implement a fully-functional jetpack with a blendspace, allowing for smooth blending of animations while flying. This project involves creating precious resources in the form of jet fuel, allowing us to implement pickups to refuel, a progress bar for the fuel percent, and moving platforms that force the player to use the flying capability. We learn about some very important concepts in this section, including:Movement modes, and switching to flying modeSingle and two-dimensional Blendspaces to blend between animation posesBinding inputs in the Player Controller versus the Character classKeeping Blueprint nodes clean and readableManaging class dependencies and coding best practices - we're using Blueprints, but we should still follow best practice!Skeletal Mesh Sockets, utilized for jetpack thruster effectsEnforcing precious resources in the form of jet fuel, with jet fuel pickups to refill fuelUse of UMG (Unreal Motion Graphics) to create UI including a progress bar to display fuel percentThe impact of Casting on runtime performance and memory via the creation of hard referencesAnalyzing class memory size via the size map, and dependencies via the reference viewerReducing file size with texture compressionLazily loading of assets at runtime and how to load assets asynchronously, using soft object and class referencesLighting and Post ProcessingThis section covers many important aspects of game development that even experienced developers aren't aware of. You're verging on intermediate-to-advanced territory with some of these!The next game project introduces Unreal Engine's 2D capabilities, as we enable the built-in Paper2D plugin for 2D games. We also download the now-free PaperZD, a very important 2D plugin allowing us to use important 2D features for our games. This section's game project is a 2D dungeon-crawling side-scroller with Red Hood, a hooded 2D figure who ventures through a dark dungeon, battling skeleton minions via melee combat. We cover some valuable ground in this section, including:Where to get free 2D assets, including animated characters, props, UI and environmentsCreation of sprites, flipbooks, tile sets and tile mapsImportant settings for a 2D Unreal Engine game project2D level creationEnemy AI with the Behavior Tree and BlackboardCombat and combo attacksUse and creation of the compound data types such as enums and structuresFloating damage numbersImplementing melee combatBy this point, you will have the skills necessary to create your own game projects, but we're not quite done yet. We wrap up the course with a final section on Unreal Engine's Chaos Vehicles! Chaos Vehicles are Unreal's physics-based vehicle system. We use original assets created specifically for this course, importing a sci-fi car and wheels into the engine. We use the engine's built-in rigging tools to create a skeleton and skin it to the mesh, before creating a fully-functional chaos vehicle. We end by implementing enter/leave functionality for the car, by migrating the vehicle into our Jetpack Journey project so Kix can enter and leave the vehicle. We learn:Creation of Skeletal Meshes from Static MeshesRigging and skinning, creating a vehicle skeleton and physics assetCreation of a fully-functional chaos vehicle with keyboard/mouse and console controller input (using Enhanced Input)Coverage of Chaos Vehicle settings including torque/rpms, friction, front/rear/all-wheel drive, front/rear wheel steering, and moreMigrating the vehicle into our Jetpack projectChanging possession of Pawns/Characters to enter and exit the vehicle.By the end of this course, you will have gone from absolute beginner to having intermediate/advanced skills. You will understand the principles necessary to create game projects on your own. You will have hands-on practice, as well as theoretical knowledge underlying every tool and concept used throughout this course.You will also have access to our Druid Mechanics Discord Community, a community of over 23,000 students of all skill levels, all interacting, conversing, and helping each other throughout their game development journeys.After this course, you will fully understand Unreal Engine's architecture and class hierarchy. If your aim is to develop your own games, or even to further your career or learning journey, or move on to tackle Unreal's C++ system, this course will prepare you and equip you with the skills needed to do so.You will gain lifetime access to the course for a single, one-time fee. You will have access to all updates and patches made to the videos.If you're ready to learn how to make your own games, this course is ready for you.See you soon!

    Overview

    Section 1: Introduction

    Lecture 1 Introduction to Unreal Engine

    Lecture 2 Assets for the Course

    Lecture 3 Your First Challenge

    Lecture 4 Installing the Engine

    Lecture 5 Our First Project

    Lecture 6 Editor Layout

    Lecture 7 Play In Editor

    Lecture 8 Manipulating Objects

    Lecture 9 Perspective

    Lecture 10 File Types

    Lecture 11 Mesh Scale

    Lecture 12 Materials

    Lecture 13 Drone Material

    Lecture 14 Marketplace Assets

    Lecture 15 Migrating Assets

    Section 2: The Blueprint Visual Scripting System

    Lecture 16 What is Blueprint

    Lecture 17 The Level Blueprint

    Lecture 18 Creating a Blueprint Class

    Lecture 19 Components

    Lecture 20 Append String

    Lecture 21 Coordinates

    Lecture 22 Debug Shapes

    Lecture 23 Local vs Global Space

    Section 3: Vectors and Rotators

    Lecture 24 Vectors

    Lecture 25 Vector Examples

    Lecture 26 Vector Examples Practice

    Lecture 27 Vector Operations

    Lecture 28 Vector Operations Examples

    Lecture 29 Vector Operations Practice

    Lecture 30 Vector Magnitude

    Lecture 31 Vector Magnitude Examples

    Lecture 32 Vector Magnitude Practice

    Lecture 33 Booleans and Branches

    Lecture 34 Vector Normalization

    Lecture 35 Vector Normalization Practice

    Lecture 36 Delta Seconds

    Lecture 37 Rotators

    Lecture 38 Rotators Practice

    Section 4: Bad Bot - A Drone Flying Shooter Game

    Lecture 39 Multiple Materials Per Mesh

    Lecture 40 Geting a Reference to the Pawn

    Lecture 41 Interpolation

    Lecture 42 Static Mesh Sockets

    Lecture 43 Blaster Beam Mesh

    Lecture 44 Spawning Actors

    Lecture 45 Projectile Movement

    Lecture 46 Blueprint Functions

    Lecture 47 Niagara Systems

    Lecture 48 Spawning Effects

    Lecture 49 Meta Sounds

    Lecture 50 Timers

    Lecture 51 Hit Events

    Lecture 52 Expose on Spawn

    Lecture 53 Floating Spheres

    Lecture 54 Rotating the Spheres

    Lecture 55 Timelines with Float Curves

    Lecture 56 Timelines with Vector Curves

    Lecture 57 Sphere Spawner

    Lecture 58 Overlap Events

    Lecture 59 Game Mode

    Lecture 60 Bad Bot Level

    Section 5: Pawns and Enhanced Input

    Lecture 61 The Pawn Class

    Lecture 62 Creating a Custom Pawn Class

    Lecture 63 Adding Components to the Bot Pawn

    Lecture 64 The Enhanced Input System

    Lecture 65 Firing the Rifle

    Lecture 66 Mouse Movement

    Lecture 67 Floating Pawn Movement Component

    Lecture 68 Camera Lag

    Section 6: Collision Essentials

    Lecture 69 Unreal Engine's Collision Framework

    Lecture 70 Collision Complexity

    Lecture 71 Queries

    Lecture 72 Sweeeping Collisions

    Lecture 73 Set Actor Location with Sweeping

    Lecture 74 Collisions with Physics

    Lecture 75 Collision with Movement Components

    Lecture 76 Collision Callbacks

    Lecture 77 Custom Collision Presets

    Lecture 78 Custom Collision Object Types

    Section 7: Bad Bot Wrap-Up and Boss Fight

    Lecture 79 Material Instances

    Lecture 80 Blueprint Interfaces

    Lecture 81 Widget Blueprints

    Lecture 82 Line Trace for Aiming

    Lecture 83 Level Assets

    Lecture 84 Bot Spawn Volume

    Lecture 85 Spawning Bots

    Lecture 86 Boss Bot

    Lecture 87 Boss Challenge

    Lecture 88 Boss Challenge Pt 2

    Section 8: Jetpack Journey - a 3D Platformer with a Jetpack

    Lecture 89 The Character Class

    Lecture 90 Creating the Kix Character

    Lecture 91 Kix Game Mode

    Lecture 92 Camera and SpringArm

    Lecture 93 Look Input Action

    Lecture 94 Kix Player Controller

    Lecture 95 WASD Movement

    Lecture 96 Clean Nodes

    Lecture 97 Jumping

    Lecture 98 Console Controllers

    Lecture 99 Animations

    Lecture 100 Blendspaces

    Lecture 101 State Machines

    Lecture 102 Movement Parameters

    Lecture 103 State Alias

    Lecture 104 Skeletal Mesh Sockets

    Lecture 105 Thruster Effect Components

    Lecture 106 Activating Thrusters

    Lecture 107 Thruster Sounds

    Lecture 108 Flying Mode

    Lecture 109 Thruster Movement Input

    Lecture 110 Flying Blendspace

    Lecture 111 Blend Poses vs State Machines

    Lecture 112 Sound Notifies

    Lecture 113 Jet Fuel

    Lecture 114 Enforcing Jet Fuel

    Lecture 115 Fuel Assets

    Lecture 116 Jet Fuel Actor

    Lecture 117 Refilling Jet Fuel

    Lecture 118 Juicing it Up

    Lecture 119 Widget Blueprints

    Lecture 120 Fuel Bar

    Lecture 121 Class Dependencies

    Lecture 122 Updating the Fuel Bar

    Lecture 123 Casting and Memory

    Lecture 124 Texture Compression

    Lecture 125 Soft References

    Section 9: Platformer Mechanics and Advanced Skills

    Lecture 126 Platforms

    Lecture 127 Pressure Plate

    Lecture 128 Moving the Plate

    Lecture 129 Interact Interface

    Lecture 130 Floating Platform

    Lecture 131 Ping Pong Platform

    Lecture 132 Placing Items

    Lecture 133 Packed Level Actors

    Lecture 134 Win and Lose

    Lecture 135 End Game Menu

    Lecture 136 Menu Functionality

    Lecture 137 Event Dispatchers

    Lecture 138 Data Types

    Lecture 139 The Construction Script

    Section 10: A 2D Dungeon Crawler - Red Hood

    Lecture 140 Free 2D Assets

    Lecture 141 Project Creation

    Lecture 142 Sprites

    Lecture 143 Flipbooks

    Lecture 144 Paper Character

    Lecture 145 Camera Settings

    Lecture 146 Input

    Lecture 147 PaperZD

    Lecture 148 Locomotion

    Lecture 149 Transitional Animations

    Lecture 150 Sound Notifies

    Lecture 151 Jump Sounds

    Lecture 152 State Events

    Lecture 153 Tilesets

    Lecture 154 Tileset Layers

    Lecture 155 Sort Priority

    Lecture 156 2D Level

    Lecture 157 Level and Adjustments

    Lecture 158 Enemy Class

    Lecture 159 Behavior Tree

    Lecture 160 Behavior Tree Tasks

    Lecture 161 Decorators

    Lecture 162 Patrol Box Overlaps

    Lecture 163 Services

    Lecture 164 Custom Decorators

    Lecture 165 Attack Task

    Lecture 166 Skeleton Sounds

    Lecture 167 Box Trace

    Lecture 168 Anim Notifies

    Lecture 169 Trace for Objects

    Lecture 170 Hit React

    Lecture 171 Disable Movement

    Lecture 172 Hit React Effects

    Lecture 173 Damage and Health

    Lecture 174 Player Health Bar

    Lecture 175 Updating the Health Bar

    Lecture 176 Damage Numbers

    Lecture 177 Attack Input Action

    Lecture 178 Throttling Attacks

    Lecture 179 Attack Combo

    Lecture 180 Attack Count

    Lecture 181 Attack Anim Array

    Lecture 182 Structures - Attack Anim Data

    Lecture 183 Reset Attack Variables

    Lecture 184 RedHood Hit Boxes

    Lecture 185 Skeletons Getting Hit

    Lecture 186 Combat Effects

    Lecture 187 Damage Numbers on Skellies

    Lecture 188 Enemy Health Bars

    Lecture 189 Enemy Death

    Section 11: Chaos Vehicles

    Lecture 190 Assets

    Lecture 191 Combining Static Meshes

    Lecture 192 Adding a Skeleton

    Lecture 193 Skinning the Mesh

    Lecture 194 Vehicle Physics Asset

    Lecture 195 Wheel Blueprints

    Lecture 196 Torque Curve

    Lecture 197 Animation Blueprint

    Lecture 198 Vehicle Blueprint

    Lecture 199 Vehicle Inputs

    Lecture 200 Moving the Vehicle

    Lecture 201 Migrating the Vehicle

    Lecture 202 Interact Widget

    Lecture 203 Interactables

    Lecture 204 Interact

    Lecture 205 Possessing the Vehicle

    Lecture 206 Edge Cases

    Lecture 207 Exiting the Vehicle

    Lecture 208 Bonus Lecture - Continuing your Journey!

    Complete beginners to game development.,Those interested in making games in Unreal Engine.,Those interested in game animation, visual effects, sound effects, and materials.,Those interested in programming gameplay without writing code. Blueprints only!