Unreal Engine 5 C++: Advanced Action Rpg
Published 7/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 35.55 GB | Duration: 41h 5m
Published 7/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 35.55 GB | Duration: 41h 5m
Create advanced RPG combat experience in Unreal Engine 5 through Gameplay Ability System(GAS) using C++
What you'll learn
Powerful melee combo system with light and heavy attacks
Make use of Gameplay Ability System to create engaging RPG combat experience
Advanced enemy AI using custom BTTask, BTTDecorator, BTService
Environment Query System for advanced AI behaviors
Directional hit react and rolling
Melee block and parry
Special weapon abilities and rage ability with cost and cooldown
Robust UI notify system
Survival combat game mode that spawns enemies in waves
Main menu, pause menu, winning/losing screen plus a loading screen
Performant target lock system
Different types of enemy with melee and long-ranged abilities
Custom C++ ability task/latent action for combat
Best practices for using asynchronous and synchronous loading
Data-oriented combat stats design
Industry-standard code practices with easily extendable code structure
Requirements
Some basic C++ experience with Unreal is required
Description
Welcome to "Unreal Engine 5 C++: Advanced Action RPG"! The most comprehensive RPG course you'll ever find online.In this course, you'll learn how to use Gameplay Ability System to create a complex RPG combat experience and implement exciting features like a combo system with light and heavy attacks, directional rolling, hit reactions, blocking, parrying, target locking, special abilities with cooldowns, AI avoidance, advanced enemy AI with strafing and projectile attacks, an epic boss fight, and much more. In the first section, we’ll set up our hero character for the gameplay ability system and proceed with input binding using native gameplay tags and data assets. Once our character can navigate the level, we’ll combine GAS with linked animation layers to create a melee combo system featuring light and heavy attacks. With these elements in place, we’ll introduce enemy characters, adding attributes, combat feedback, character death, and a robust UI notification system. You’ll also learn to use asynchronous loading for startup data and create a custom function library for handling damage.Next, we’ll implement AI avoidance and strafing using a blend of Blueprint and C++ behavior tree nodes to craft advanced AI behaviors. We’ll incorporate the crowd following component for detour crowd avoidance and explore behavior tree node types and the environment query system to determine strafing locations.With our enemies capable of dealing damage, we’ll refine our hero’s combat abilities by adding directional rolling, directional hit reactions, blocking, parrying, and target locking. You’ll learn to use motion warping for dynamic rolling distances and handle most of the heavy lifting in C++ for the target lock ability.Following this, we’ll introduce a ranged enemy that shoots projectiles and retreats when approached. We’ll then add a boss character complete with a boss bar, powerful melee attacks, and the ability to summon other enemies. Once our combat system is fully functional, we’ll develop a survival game mode with enemy waves. We’ll create multiple widgets, including a win screen, lose screen, pause menu, and main menu. Finally, we’ll port everything to a real map for epic battles against our enemies.This comprehensive RPG course is unmatched online. With detailed code changes provided in each lecture and a step-by-step approach, there’s no better time to create your dream RPG project. What are you waiting for? Join the course and start your RPG adventure today!
Overview
Section 1: Introduction
Lecture 1 Introduction
Lecture 2 Some Common Questions You May Have…
Lecture 3 Create a New C++ Project
Lecture 4 Set Up Test Map
Lecture 5 How to get help?
Lecture 6 Hard and Soft Reference
Section 2: Set Up Hero Character
Lecture 7 Set Up Hero Character Section Overview
Lecture 8 Basic Class Structure
Lecture 9 Debug Helper
Lecture 10 Set Up Hero Camera
Lecture 11 Native Gameplay Tags
Lecture 12 Input Config Data Asset
Lecture 13 Custom Enhanced Input Component
Lecture 14 Binding Input
Lecture 15 Character Anim Instance
Lecture 16 Hero AnimBP
Lecture 17 Hero Anim Instance
Lecture 18 Gameplay Ability System
Lecture 19 Ability Activation Policy
Lecture 20 Set Up Weapon Class
Lecture 21 Set Up Hero Weapon
Lecture 22 Start Up Data
Lecture 23 Synchronous Loading
Lecture 24 Share Task: Share Your Progress
Lecture 25 Section Wrap Up
Section 3: Melee Combo System
Lecture 26 Melee Combo System Section Overview
Lecture 27 Challenges Ahead
Lecture 28 Pawn Extension Component
Lecture 29 Register Spawned Weapon
Lecture 30 Hero Gameplay Ability
Lecture 31 Ability Input Action
Lecture 32 Hero Ability Set
Lecture 33 Binding Ability Input
Lecture 34 Play Montage and Wait
Lecture 35 Wait for Gameplay Event
Lecture 36 Animation Layer Interface
Lecture 37 Master Anim Layer
Lecture 38 Link Anim Layer
Lecture 39 Default Weapon Ability
Lecture 40 Grant Weapon Ability
Lecture 41 Handle Unequip Axe
Lecture 42 Light Attack Ability
Lecture 43 Combo Logic
Lecture 44 Heavy Attack Ability
Lecture 45 Heavy Attack Logic
Lecture 46 Warrior Function Library
Lecture 47 Jump To Finisher
Lecture 48 Slow Motion and Sound FX
Lecture 49 Share Task: Share Your Combo System
Lecture 50 Section Wrap Up
Section 4: Hero Combat
Lecture 51 Hero Combat Section Overview
Lecture 52 Challenges Ahead
Lecture 53 Set Up Enemy Character
Lecture 54 Gruntling Guardian
Lecture 55 Asynchronous Loading
Lecture 56 Spawn Enemy Weapon
Lecture 57 Attribute Set
Lecture 58 Gameplay Effect
Lecture 59 Apply Gameplay Effect To Self
Lecture 60 Init Enemy Attributes
Lecture 61 Pawn Combat Interface
Lecture 62 Toggle Weapon Collision
Lecture 63 On Weapon Begin Overlap
Lecture 64 On Target Interacted
Lecture 65 Notify Melee Hit
Lecture 66 Set Up Attack Montages
Lecture 67 Make Gameplay Effect Spec Handle
Lecture 68 Hero Damage Info
Lecture 69 Apply Effect Spec Handle To Target
Lecture 70 Capture Relevant Attributes
Lecture 71 Retrieve Hero Damage Info
Lecture 72 Calculate Final Damage Done
Lecture 73 Set Up Heavy Attacks For Damage
Lecture 74 Modify Health Attribute
Lecture 75 Hit React Ability
Lecture 76 Trigger Hit React Ability
Lecture 77 Material Hit FX
Lecture 78 Hit Pause
Lecture 79 Camera Shake
Lecture 80 Hit React Sound
Lecture 81 Gameplay Cues
Lecture 82 Enemy Death Ability
Lecture 83 BP Death Interface
Lecture 84 Dissolve Material FX
Lecture 85 Dissolve Niagara FX
Lecture 86 Pawn UI Component
Lecture 87 Broadcast Value Change
Lecture 88 Listen For Broadcasting
Lecture 89 Enemy Init Created Widget
Lecture 90 Template Widgets
Lecture 91 Set Status Bar Fill Color
Lecture 92 Template Icon Slot Widget
Lecture 93 Hero Overlay Widget
Lecture 94 Enemy Health Widget Component
Lecture 95 Hide Enemy Health Bar
Lecture 96 Update Weapon Icon
Lecture 97 Final Tweaking
Lecture 98 Section Wrap Up
Section 5: Enemy AI
Lecture 99 Enemy AI Section Overview
Lecture 100 Preparing Enemy For Combat
Lecture 101 Crowd Following Component
Lecture 102 AI Perception
Lecture 103 Generic Team ID
Lecture 104 Behavior Tree
Lecture 105 Configure AI Avoidance
Lecture 106 Behavior Tree Node Types
Lecture 107 Observer Aborts
Lecture 108 Orient To Target Actor
Lecture 109 Environment Query System
Lecture 110 Custom Query Context
Lecture 111 Toggle Strafing State
Lecture 112 Calculate Direction
Lecture 113 Strafing Blend Space
Lecture 114 Compute Success Chance
Lecture 115 Dot Product Test
Lecture 116 Enemy Melee Ability
Lecture 117 Activate Ability By Tag
Lecture 118 Is Target Pawn Hostile
Lecture 119 Notify Melee Hit
Lecture 120 Make Enemy Damage Effect Spec Handle
Lecture 121 Apply Enemy Damage
Lecture 122 Motion Warping
Lecture 123 Update Motion Warp Target
Lecture 124 Construct Native BT Task
Lecture 125 Rotate Enemy In Task
Lecture 126 Melee Attack Branch
Lecture 127 Does Actor Have Tag Decorator
Lecture 128 Duration Gameplay Effect
Lecture 129 Should Abort All Logic
Lecture 130 Guardian Attack Sound FX
Lecture 131 Section Wrap Up
Section 6: Hero Combat Abilities
Lecture 132 Hero Combat Abilities Section Overview
Lecture 133 Planning Ahead
Lecture 134 Two-Key Input Action
Lecture 135 Get Last Movement Input
Lecture 136 Rolling Distance
Lecture 137 Get Value At Level
Lecture 138 Rolling Sound FX
Lecture 139 Hero Hit React Ability
Lecture 140 Trigger Hero Hit React
Lecture 141 Hero Hit FX
Lecture 142 Compute Hit React Direction
Lecture 143 Hit React Tags
Lecture 144 Switch On Gameplay Tags
Lecture 145 Hit React Sound FX
Lecture 146 Hero Block Ability
Lecture 147 Add Gameplay Cue To Owner
Lecture 148 Is Valid Block
Lecture 149 Notify Successful Block
Lecture 150 Handle Successful Block
Lecture 151 Is Perfect Block
Lecture 152 Notify Perfect Block
Lecture 153 Initiate Counterattack
Lecture 154 Set Up Target Lock Ability
Lecture 155 Toggle Target Lock
Lecture 156 Get Available Targets
Lecture 157 Get Nearest Target
Lecture 158 Draw Target Lock Widget
Lecture 159 Set Target Lock Widget Position
Lecture 160 Execute Task On Tick
Lecture 161 On Target Lock Tick
Lecture 162 Orient To Target While Target Lock
Lecture 163 Switch To Target Lock Poses
Lecture 164 Target Lock Walk Speed
Lecture 165 Switch Target Input Action
Lecture 166 Target Lock Mapping Context
Lecture 167 Notify Switch Target
Lecture 168 Handle Switch Target
Lecture 169 Hero Death
Lecture 170 Tweaking Target Lock
Lecture 171 Section Wrap Up
Section 7: Ranged Enemy
Lecture 172 Ranged Enemy Section Overview
Lecture 173 Ranged Enemy Starting Weapon
Lecture 174 Glacer Starting Stats
Lecture 175 Glacer Hit React
Lecture 176 Ranged Behavior Tree
Lecture 177 Find Shooting Position
Lecture 178 Projectile Ability
Lecture 179 Projectile Class
Lecture 180 Spawning Projectile
Lecture 181 On Projectile Hit
Lecture 182 Handle Projectile Hit
Lecture 183 Projectile Spec Handle
Lecture 184 Make Projectile Spec Handle
Lecture 185 Projectile Sound FX
Lecture 186 Glacer Melee Ability
Lecture 187 Unblockable Attack
Lecture 188 Combat Test Map
Lecture 189 Section Wrap Up
Section 8: Boss Enemy
Lecture 190 Boss Enemy Section Overview
Lecture 191 Set Up Boss Character
Lecture 192 Giant Starting Stats
Lecture 193 Boss Bar Widget
Lecture 194 Draw Boss Bar To Screen
Lecture 195 Giant Hit React
Lecture 196 Giant Death
Lecture 197 Remove Boss Bar
Lecture 198 Giant Behavior Tree
Lecture 199 Giant Melee Ability
Lecture 200 Hand Collision Box
Lecture 201 Post Edit Change Property
Lecture 202 Toggle Box Collision
Lecture 203 Giant Second Melee Ability
Lecture 204 Giant Combo
Lecture 205 Wait Spawn Enemies
Lecture 206 Summon Ability
Lecture 207 Listen For Gameplay Event
Lecture 208 Async Load And Spawn Enemies
Lecture 209 Fix Facing Rotation
Lecture 210 Stop Spawning Enemies
Lecture 211 Enemy Entry FX
Lecture 212 Enemy Entry Montage
Lecture 213 Check Current Health Percent
Lecture 214 Section Wrap Up
Section 9: Hero Special Abilities
Lecture 215 Hero Special Abilities Section Overview
Lecture 216 Challenges Ahead
Lecture 217 Rage Ability Tags
Lecture 218 Rage Ability Blueprint
Lecture 219 Rage Anim Montage
Lecture 220 Rage Gameplay Cue
Lecture 221 Activation Condition
Lecture 222 Consume Rgae
Lecture 223 Set Up Rage Slash
Lecture 224 Spawn Rage Slash
Lecture 225 On Rage Slash Begin Overlap
Lecture 226 Rage Slash For All Attacks
Lecture 227 Gain Rage
Lecture 228 Special Weapon Ability Tags
Lecture 229 Grant Special Weapon Ability
Lecture 230 Light Ability Montage
Lecture 231 Light Ability Damage
Lecture 232 Cooldown Gameplay Effect
Lecture 233 Ability Icon Widget
Lecture 234 On Ability Icon Updated
Lecture 235 Listen For Ability Icon Change
Lecture 236 Notify Ability Cooldown
Lecture 237 Custom Latent Action
Lecture 238 Count Down Action Class
Lecture 239 Construct Count Down Action
Lecture 240 Count Down Logic
Lecture 241 Update Cooldown
Lecture 242 Resume Cooldown
Lecture 243 Heavy Ability
Lecture 244 Heavy Ability Montage
Lecture 245 Heavy Ability Damage
Lecture 246 Apply AOE Damage
Lecture 247 Commit Ability Cooldown
Lecture 248 Stone Class
Lecture 249 BP Stone
Lecture 250 Pick Up Ability
Lecture 251 On Stone Begin Overlap
Lecture 252 Collect Stones
Lecture 253 Consume Stone Input
Lecture 254 Consume Stones
Lecture 255 On Stone Consumed
Lecture 256 Input Key Widget
Lecture 257 Broadcast Display Input Key
Lecture 258 Listen For Display Input Key
Lecture 259 Spawn Stone Ability
Lecture 260 Spawn Stone Logic
Lecture 261 Glacer Spawn Stone Chance
Lecture 262 Section Wrap Up
Section 10: Survival Game Mode
Lecture 263 Survival Game Mode Section Overview
Lecture 264 Game Mode Test Map
Lecture 265 Survival Game Mode Class
Lecture 266 Enemy Wave Spawner Table Row
Lecture 267 Wave Progression Logic
Lecture 268 Wave Count Down Widget
Lecture 269 Drawing Wave Count Down Widget
Lecture 270 Wave Info Widget
Lecture 271 Pre Load Next Wave Enemies
Lecture 272 Try Spawn Wave Enemies
Lecture 273 On Enemy Destoryed
Lecture 274 On Wave Completed
Lecture 275 Playtesting Game Mode
Lecture 276 Register Spawned Enemies
Lecture 277 Notify Last Wave
Lecture 278 On Player Died
Lecture 279 Game Difficulty
Lecture 280 Verify Game Difficulty
Lecture 281 Section Wrap Up
Section 11: In-Game Widgets
Lecture 282 In-Game Widgets Section Overview
Learners who want to build an action RPG project,Learners who want to level up their C++ skills,Learners who want to write clean, professional and extendable code