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    Unreal Engine 5 C++: Make Your Own Action Combat Game

    Posted By: ELK1nG
    Unreal Engine 5 C++: Make Your Own Action Combat Game

    Unreal Engine 5 C++: Make Your Own Action Combat Game
    Published 8/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 13.08 GB | Duration: 15h 28m

    Master Dynamic Combat, AI Challenges, and C++ Techniques to Create Your Own Epic Action Games in UE5

    What you'll learn

    Build action-packed combat systems with Unreal Engine 5 and C++.

    Master dynamic animations to make your characters fight like pros.

    Create enemy AI that’s relentless and keeps players on their toes.

    Develop scalable stat systems using maps and enums.

    Get hands-on with advanced C++ coding, writing over a thousand lines.

    Navigate Unreal's docs to find exactly what you need, fast.

    Learn to use interfaces and design patterns like the observer pattern.

    Debug like a boss to prevent memory leaks and keep your game smooth.

    Requirements

    To get the most from this course, you'll have a solid foundation of C++ concepts, such as variables, conditional statements, classes, and methods.

    Description

    Ready to create third-person melee combat moments like your favourite AAA brawler games, and take your C++ skills to a new level in UE5?Even if you're not a combat designer, this course is an awesome way to power-up your game dev toolkit. We’ll kick things off by coding a component for locking onto enemies, so you don’t have to keep messing with the camera. Focus on the fight, not the fiddling!Next up, we’re diving into player combat. Learn how to make your game feel dynamic by cycling through multiple attack animations. Your characters won’t just fight—they’ll perform.And what's combat without a killer stat system? You’ll build a scalable stat system using maps and enums. This makes sure your game can grow without turning into a tangled mess of code. It's all about writing clean, scalable code that lasts.The enemies in your game won’t just stand there—they’ll be fierce! You’ll code an enemy AI that throws fireballs, charges at players, and keeps them on their toes. Your battles will be tough and thrilling, just like in the best action games.This course isn’t like most others. We’re using C++ to write 90% of the game’s logic. Get ready to write over a thousand lines of code and pick up loads of new C++ tricks.That’s a game-changer for anyone wanting to master Unreal Engine 5. You'll learn to use interfaces and design patterns like the observer pattern to make your game smart and efficient.By the end, you’ll know how to build a game using advanced C++ skills and make it run smoothly. You’ll get confident with Unreal’s documentation, debug like a pro, and keep your code nice and tidy with best practices.Got the basics of C++ down? Awesome! If you know your variables, conditional statements, classes, and methods, you’re ready to roll. This course will take you from basics to building a full-on action combat game. Avoid the nightmare of messy codebases and learn to do things right from the start.So, what are you waiting for? Jump in, start coding, and let’s create something epic together (pun intended!).

    Overview

    Section 1: Introduction & Setup

    Lecture 1 Accessing Our Projects

    Lecture 2 Community & Support

    Lecture 3 Installing Unreal and Visual Studio

    Lecture 4 Starting a New Project

    Lecture 5 Check Out the Book

    Section 2: Character Movement

    Lecture 6 Section Intro - Character Movement

    Lecture 7 Importing the Player and Enemy Models

    Lecture 8 Adding Animation Blueprints

    Lecture 9 Adding Animation Blendspaces

    Lecture 10 Playing Animation Blendspaces

    Lecture 11 Creating a C++ Anim Instance Class

    Lecture 12 Unreal Properties

    Lecture 13 Converting Nodes Into Functions

    Lecture 14 Function Specifiers

    Section 3: Lockon System

    Lecture 15 Section Intro - Lockon System

    Lecture 16 Debugging File Updates

    Lecture 17 Creating an Actor Component Class

    Lecture 18 Adding Input Actions

    Lecture 19 Understanding Tracing and Channels

    Lecture 20 Performing Traces With C++

    Lecture 21 Locking the Camera and Player

    Lecture 22 Rotating the Player Toward the Target

    Lecture 23 Adjusting the Camera

    Lecture 24 Ending the Lockon

    Lecture 25 Breaking the Lockon

    Lecture 26 Adding a Target Widget

    Lecture 27 Adding Interfaces

    Lecture 28 Validating Interfaces

    Lecture 29 Implementing Interface Functions

    Lecture 30 Combat Locomotion

    Lecture 31 Observer Pattern

    Lecture 32 Calculating the Player’s Direction

    Lecture 33 Lockon Section Cleanup

    Section 4: Player Combat

    Lecture 34 Section Intro - Player Combat

    Lecture 35 Grabbing Socket Locations and Rotations

    Lecture 36 Adding Tracing to Our Weapon

    Lecture 37 Drawing Debug Shapes

    Lecture 38 Storing Animation Montages

    Lecture 39 Playing Combo Attacks

    Lecture 40 Animation Notifications

    Lecture 41 Enabling Root Animations

    Lecture 42 Overriding Virtual Functions

    Lecture 43 Applying Damage to Opponents

    Lecture 44 Ignoring Targets

    Lecture 45 Animation Notify States

    Section 5: Stats

    Lecture 46 Section Intro - Stats

    Lecture 47 Creating Maps

    Lecture 48 Defining Enums

    Lecture 49 Instantiating Components

    Lecture 50 Reducing Character Health

    Lecture 51 Reducing Stamina

    Lecture 52 Checking for Stamina

    Lecture 53 Adding Sprinting

    Lecture 54 Draining Stamina

    Lecture 55 Stamina Regeneration

    Lecture 56 Adding a Regeneration Delay

    Section 6: Enemy Behaviour

    Lecture 57 Section Intro - Enemy Behavior

    Lecture 58 Starting the Boss Animation

    Lecture 59 Pawn Sensing

    Lecture 60 Running a Behavior Tree

    Lecture 61 Blackboard Decorator

    Lecture 62 Setting and Getting Blackboard Keys

    Lecture 63 Creating Behavior Tasks

    Lecture 64 Playing the Ranged Attack Animation

    Lecture 65 Creating a Projectile Actor

    Lecture 66 Spawning the Projectile

    Lecture 67 Rotating the Projectile

    Lecture 68 Rotation Interpolation

    Lecture 69 Rotating With Anim Notify States

    Lecture 70 Collision Overlap Event

    Lecture 71 Changing Particle System Templates

    Lecture 72 Setting Timers

    Lecture 73 Disabling Collision

    Lecture 74 Applying Damage to Players

    Lecture 75 Generating Random Values

    Lecture 76 Switching to the Charge State

    Lecture 77 Animations With State Machines

    Lecture 78 Playing the Charge Animation

    Lecture 79 Overriding the TickTask Function

    Lecture 80 AI Move Requests

    Lecture 81 Binding a Function to an Event

    Lecture 82 Boosting the Character's Speed

    Lecture 83 Finishing Latent Tasks

    Lecture 84 Unreal Structures

    Lecture 85 Refactoring the Trace Component

    Lecture 86 Supporting Damage on the Enemy

    Lecture 87 Creating Behavior Tree Services

    Lecture 88 Aborting a Task

    Lecture 89 Switching to the Melee State

    Lecture 90 Actor Move Requests

    Lecture 91 Finishing the Melee Task

    Lecture 92 Selecting Random Attacks

    Lecture 93 Grabbing the Animation Duration

    Lecture 94 Switching to the Range Attack

    Lecture 95 Finishing Touches

    Lecture 96 Creating a Melee Range Stat

    Section 7: Game Interface

    Lecture 97 Section Intro - Game Interface

    Lecture 98 Designing the Player UI

    Lecture 99 Pure Blueprint Functions

    Lecture 100 Updating the UI With Events

    Lecture 101 Fixing the Enemy’s Target Reset

    Lecture 102 Designing the Enemy UI

    Lecture 103 Finishing the Enemy UI

    Lecture 104 Widget Animations

    Lecture 105 Playing Widget Animations

    Section 8: Finishing Touches

    Lecture 106 Section Intro - Finishing Touches

    Lecture 107 Disabling Player Input

    Lecture 108 Subscribing to Events With C++

    Lecture 109 Stopping AI Brain Logic

    Lecture 110 Destroying Widgets

    Lecture 111 Ending the Lock on Behavior

    Lecture 112 Cached Poses and Blending Bones

    Lecture 113 Playing the Block Animation

    Lecture 114 Using Dot Products

    Lecture 115 Hit Animations

    Lecture 116 Rotating on an Axis

    Lecture 117 Ignoring Damage

    Lecture 118 Spawning Emitters

    Lecture 119 Fixing the Player Attack Reset

    Lecture 120 Camera Shake

    Lecture 121 Adding a New Map

    Section 9: Course Wrapup

    Lecture 122 Outro

    Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way!,Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases.,Ideal if you have a solid grasp of C++ concepts but are new to game development.