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Unreal Engine 5 - Gameplay Ability System - Top Down Rpg

Posted By: ELK1nG
Unreal Engine 5 - Gameplay Ability System - Top Down Rpg

Unreal Engine 5 - Gameplay Ability System - Top Down Rpg
Published 9/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 53.11 GB | Duration: 74h 36m

Create a multiplayer RPG with Unreal Engine's Gameplay Ability System (GAS)!

What you'll learn

Unreal Engine's Gameplay Ability System

Multiplayer Gameplay Mechanics

Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more

SOLID coding principles and AAA quality code architecture

How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game

Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game

All core features of the Gameplay Ability System

Code debugging tools and practices

Requirements

Knowledge of the C++ Programming Language

Fundamentals of Unreal Engine C++ - have at least created one Unreal Engine C++ project

Description

This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you've ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you've ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine's built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game's code base looks like. If you've ever wondered how much of a game can be kept in Blueprint versus C++, look no further. This course is the answer.The assets in this game project were made specifically for this course, and will be provided in an asset pack. This includes:Characters, including Aura, the main character, as well as enemy characters including Goblin Warriors, Goblin Rangers, a Goblin Shaman, Red and Black Demons, the Ghoul, and a Shroom.A modular dungeon pack that can be pieced together to make basic dungeonsA waypoint shrine and obelisksParticle Niagara System Effects, including explosions, level up effects, slingshot rocks, hit impacts, electricity beams, fireballs, fire bolts, flames, stars for stun effects, and more!Sound effects for enemies, footsteps, spells, and more!Textures for the HUD, including high-quality buttons, frames, dynamically-animated spell globes, progress bars, XP bar, and more!Full animation sets for Aura and all enemiesMuch more!In this course, we will be covering the following topics:Setting up a Top-Down Project from scratchEnemy and item selection with outline effectsProper use of OOP and inheritance to create a character class hierarchyIntro to the Gameplay Ability System and the core classes that comprise itCustom Gameplay Ability System Components and Attribute Sets, and how to replicate AttributesAll important settings for all GAS classes and componentsHow to use Attributes for player stats, including Primary Attributes:Strength (increases physical damage)Intelligence (increases magical damage)Resilience (increases Armor and Armor Penetration)Vigor (increases Max Health)Secondary Attributes, based off of primary attributes and other custom variables:Armor (reduces damage taken, improves Block Chance)Armor Penetration (ignores percentage of enemy Armor, increases Critical Hit Chance)Block Chance (change to cut incoming damage in half)Critical Hit Chance (chance to double damage plus critical hit bonus)Critical Hit Damage (bonus damage added when a critical hit is scored)Critical Hit Resistance (reduces critical hit chance of attacking enemies)Health Regeneration (amount of Health restored every 1 second)Mana Regeneration (amount of Mana restored every 1 second)Max Health (maximum amount of Health obtainable)Max Mana (maximum amount of Mana obtainable)Vital Attributes - things like Health and Mana, which are dependent on all the other attributesGameplay Effects - classes in the GAS system used to apply changes to attributesGameplay Tags - an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagineGame UI - how to handle complex UI in an RPG game efficiently, in an organized, modular, and scalable manner. We cover different UI paradigms, from MVC (Model View Controller) and MVVM (Model View ViewModel, using Unreal Engine's new ViewModel feature)Full Attribute and Spell Menus, with upgrade abilities, spell trees, locked spell levels, spell upgrades by ability level, and moreAttributes - how to use Gameplay Attributes to represent player stats, and incorporate them into the gameplay mechanics by creating an Effect Application pipeline, allowing for calculations and results caused by phenomena in the game, such as combat damageGameplay Abilities - the heart of GAS. We create all manner of types of gameplay abilities to handle the casting of spells, handling important capabilities of the player character and enemy AI, and how to configure different abilities to suit your needs. Different RPG Classes - we implement different character RPG classes including the Ranger, Warrior, and Elementalist, and do so in an easily-scalable manner so you can have any number of character class types in your gameDamage and Combat - we implement a full RPG style combat system with different damage types, damage resistances, and debuffs corresponding to damage types, and encode these calculations into our damage pipeline. All attributes, damage types, resistances and debuffs are functional in this game. All combat mechanics are displayed in some form of visual feedback to the player. This includes floating text for damage, changing color based on custom criteria, floating text to inform of critical hits, blocked hits, and critical blocked hits. We also implement knockback and stun mechanics in response to lightning damage, incapacitating the character/enemy, as well as fire debuffs, where characters are set ablaze and take fire damage while burning.Enemy AI - We implement the enemy behavior using Unreal Engine Behavior Trees and the Environment Query system (EQS) to provide customized behavior for the Ranged, Warrior, and Elementalist enemy types. Enemies can cast spells and summon AI minionsFading geometry when it gets in the way of the camera for a top-down gameAbility Cost and Cooldown (spells spend Attribute resources - in this game, spells cost Mana)Fully functional HUD with Equipped Spells, displaying spell cooldown timers, and experience (XP)The ability to assign Abilities to different inputs in the spell menu (assign FireBolt to the 1 key and Electrocute to the Left Mouse Button, swap them back, etc.)Experience and Level-Up System - We craft an experience system, awarding XP for eliminating enemies, and leveling up when reaching XP thresholds for various abilities. XP and Level are displayed in the HUD, and Level Up messages and effects are as well. Leveling up is associated with gaining Attribute Points and Spell Points, which can be used to upgrade Attributes and Spell abilities in the Attribute and Spell Menus respectively, as well as topping off Health and Mana upon Leveling Up. (Basically, you will see enough examples of how to use this system that you'll be able to expand it with any functionality you want for your own games)Passive Spells - Spells that you can equip which remain active while they are equipped.A variety of Offensive Spells, showcasing different examples and features of GAS, including FireBolt, Electrocute, Arcane Shards, and FireBlast.Saving Progress and Level TransitionsIntermediate/Advanced Unreal Engine topics, including custom Async Tasks, Ability Tasks, Blueprint Function Libraries, Asset Managers, Singletons (and why these are only good for a VERY select few cases), custom Gameplay Effect Contexts, Net Serialization, Struct Ops Type Traits, C++ Lambdas, game mechanics algorithms, and oh, so much more.How to choose which functionality should go into C++ versus Blueprint - This is one of the most valuable lessons, and is taught all throughout the course. Students often ask me "which functionality should go in C++ versus in Blueprint?" This course is my answer. This is a serious-scale project foundation with over 100 hours of video, and no filler. The project is architected with approximately 50% Blueprints and 50% C++. I show you which functionality should be on the C++ side, which functionality is more appropriate for Blueprints, and why. SOLID Coding Principles and code architecture - We keep our code base clean in this project. Another question I often get is "Is this BEST CODING PRACTICE???" This course is my answer to this question. This is an example of code you would see in a AAA game, shipped to millions of players. Maintaining clean and modular code is essential to a serious game project that needs to be scalable, expandable, modular, maintainable, testable, performant, and efficient. This course will show you how.This is not a beginner course. I expect you to already understand the C++ programming language and have at least created one Unreal Engine C++ project. I recommend that you take the following courses before this one, if you haven't already:Learn C++ for Game Development, by Stephen UlibarriUnreal Engine 5 C++ The Ultimate Game Developer Course, by Stephen UlibarriOR already have equivalent knowledge, whether you obtained it through self-study or other resources/tutorials. If you already have game development experience and feel like you can handle it, feel free to jump in! If the C++ code seems too over your head, take a look at the above two courses, as they teach you everything you need to know to have a smooth and fun experience in this course. Everything that isn't covered in these two courses will be explained in depth, and I'm assuming you know nothing about GAS or the advanced topics we cover in this course.This course is my best course yet, and I'm very proud to bring you the Unreal Engine 5 - Gameplay Ability System - Top Down RPG course, the result of nearly a year of painstaking development, research, consultation with professionals, and asset creation. After taking this course, you will understand Unreal Engine far better than the average developer, and you'll be empowered to create your own well-architected projects, large and small, and you'll bring value to your team, your company, your solo venture, and anyone/anything else you grace with your skillset.Join the course, join the awesome Druid Mechanics Discord Community, and invest in the biggest leap of your game development career.Stephen Ulibarri, founder of the Druid Mechanics Game Developer Community

Overview

Section 1: Introduction

Lecture 1 Introduction

Section 2: Project Creation

Lecture 2 Project Creation

Lecture 3 Setting up Version Control

Lecture 4 The Base Character Class

Lecture 5 Player and Enemy Characters

Lecture 6 Character Blueprint Setup

Lecture 7 Animation Blueprints

Lecture 8 Enhanced Input

Lecture 9 Aura Player Controller

Lecture 10 Movement Input

Lecture 11 Game Mode

Lecture 12 Enemy Interface

Lecture 13 Highlight Enemies

Lecture 14 Post Process Highlight

Section 3: Intro to the Gameplay Ability System

Lecture 15 The Gameplay Ability System

Lecture 16 The Main Parts of GAS

Lecture 17 The Player State

Lecture 18 Ability System Component and Attribute Set

Lecture 19 GAS in Multiplayer

Lecture 20 Constructing the ASC and AS

Lecture 21 Replication Mode

Lecture 22 Init Ability Actor Info

Section 4: Attributes

Lecture 23 Attributes

Lecture 24 Health and Mana

Lecture 25 Attribute Accessors

Lecture 26 Effect Actor

Section 5: RPG Game UI

Lecture 27 Game UI Architecture

Lecture 28 Aura User Widget and Widget Controller

Lecture 29 Globe Progress Bar

Lecture 30 Health Globe

Lecture 31 Aura HUD

Lecture 32 Overlay Widget Controller

Lecture 33 Broadcasting Initial Values

Lecture 34 Listening for Attribute Changes

Lecture 35 Callbacks for Mana Changes

Section 6: Gameplay Effects

Lecture 36 Gameplay Effects

Lecture 37 Effect Actor Improved

Lecture 38 Instant Gameplay Effects

Lecture 39 Duration Gameplay Effects

Lecture 40 Periodic Gameplay Effects

Lecture 41 Effect Stacking

Lecture 42 Infinite Gameplay Effects

Lecture 43 Instant and Duration Application Policy

Lecture 44 Infinite Effect Application and Removal

Lecture 45 PreAttributeChange

Lecture 46 PostGameplayEffectExecute

Lecture 47 Curve Tables for Scalable Floats

Section 7: Gameplay Tags

Lecture 48 Gameplay Tags

Lecture 49 Creating Gameplay Tags in the Editor

Lecture 50 Creating Gameplay Tags from Data Tables

Lecture 51 Apply Gameplay Tags with Effects

Lecture 52 Gameplay Effect Delegates

Lecture 53 Get All Asset Tags

Lecture 54 Broadcasting Effect Asset Tags

Lecture 55 UI Widget Data Table

Lecture 56 Retrieving Rows from Data Tables

Lecture 57 Broadcasting Data Table Rows

Lecture 58 Message Widget

Lecture 59 Animating the Message Widget

Lecture 60 Replacing Callbacks with Lambdas

Lecture 61 Ghost Globe

Lecture 62 Properly Clamping Attributes

Section 8: RPG Attributes

Lecture 63 Initialize Attributes from a Data Table

Lecture 64 Initialize Attributes with Gameplay Effects

Lecture 65 Attribute Based Modifiers

Lecture 66 Modifier Order of Operations

Lecture 67 Modifier Coefficients

Lecture 68 Secondary Attributes

Lecture 69 Derived Attributes

Lecture 70 Custom Calculations

Lecture 71 Player Level and Combat Interface

Lecture 72 Modifier Magnitude Calculations

Lecture 73 Initializing Vital Attributes

Section 9: Attribute Menu

Lecture 74 Attribute Menu - Game Plan

Lecture 75 Attribute Menu - Framed Value

Lecture 76 Attribute Menu - Text Value Row

Lecture 77 Attribute Menu - Text Value Button Row

Lecture 78 Attribute Menu - Construction

Lecture 79 Button Widget

Lecture 80 Wide Button Widget

Lecture 81 Opening the Attribute Menu

Lecture 82 Closing the Attribute Menu

Lecture 83 Plan for Displaying Attribute Data

Lecture 84 Gameplay Tags Singleton

Lecture 85 Aura Asset Manager

Lecture 86 Native Gameplay Tags

Lecture 87 Attribute Info Data Asset

Lecture 88 Attribute Menu Widget Controller

Lecture 89 Aura Ability System Blueprint Library

Lecture 90 Constructing the Attribute Menu Widget Controller

Lecture 91 Attribute Info Delegate

Lecture 92 Widget Attribute Tags

Lecture 93 Mapping Tags to Attributes

Lecture 94 Responding to Attribute Changes

Section 10: Gameplay Abilities

Lecture 95 Gameplay Abilities

Lecture 96 Granting Abilities

Lecture 97 Settings on Gameplay Abilities

Lecture 98 Input Config Data Asset

Lecture 99 Aura Input Component

Lecture 100 Callbacks for Ability Input

Lecture 101 Activating Abilities

Lecture 102 Click To Move

Lecture 103 Setting Up Click to Move

Lecture 104 Setting Up Auto Running

Lecture 105 Implementing Auto Running

Lecture 106 Code Clean Up

Lecture 107 Aura Projectile

Lecture 108 Aura Projectile Spell

Lecture 109 Spawning Projectiles

Section 11: Ability Tasks

Lecture 110 Ability Tasks

Lecture 111 Sending Gameplay Events

Lecture 112 Spawn FireBolt from Event

Lecture 113 Custom Ability Tasks

Lecture 114 Target Data

Lecture 115 Send Mouse Cursor Data

Lecture 116 Receiving Target Data

Lecture 117 Prediction in GAS

Lecture 118 Orienting the Projectile

Lecture 119 Motion Warping

Lecture 120 Projectile Impact

Lecture 121 Projectile Collision Channel

Lecture 122 Projectile Gameplay Effect

Lecture 123 Enemy Health Bar

Lecture 124 Ghost Bar

Section 12: RPG Character Classes

Lecture 125 RPG Character Classes

Lecture 126 Character Class Info

Lecture 127 Default Attribute Effects

Lecture 128 Curve Tables - CSV and JSON

Lecture 129 Initializing Enemy Attributes

Section 13: Damage

Lecture 130 Meta Attributes

Lecture 131 Damage Meta Attribute

Lecture 132 Set By Caller Magnitude

Lecture 133 Ability Damage

Lecture 134 Enemy Hit React

Lecture 135 Activating the Enemy Hit React Ability

Lecture 136 Enemy Death

Lecture 137 Dissolve Effect

Lecture 138 Floating Text Widget

Lecture 139 Showing Damage Text

Lecture 140 Execution Calculations

Lecture 141 Damage Execution Calculation

Lecture 142 ExecCalcs - Capturing Attributes

Lecture 143 Implementing Block Chance

Lecture 144 Implementing Armor and Armor Penetration

Lecture 145 Damage Calculation Coefficients

Lecture 146 Implementing Critical Hits

Section 14: Advanced Damage Techniques

Lecture 147 The Gameplay Effect Context

Lecture 148 Custom Gameplay Effect Context

Lecture 149 NetSerialize

Lecture 150 Implementing Net Serialize

Lecture 151 Struct Ops Type Traits

Lecture 152 Aura Ability System Globals

Lecture 153 Using a Custom Effect Context

Lecture 154 Floating Text Color

Lecture 155 Hit Message

Lecture 156 Damage Types

Lecture 157 Mapping Damage Types to Resistances

Lecture 158 Resistance Attributes

Lecture 159 Resistance Damage Reduction

Lecture 160 Multiplayer Test

Section 15: Enemy AI

Lecture 161 Enemy AI Setup

Lecture 162 AI Controller Blackboard and Behavior Tree

Lecture 163 Behavior Tree Service

Lecture 164 Blackboard Keys

Lecture 165 Finding the Nearest Player

Lecture 166 AI and Effect Actors

Lecture 167 Behavior Tree Decorators

Lecture 168 Attack Behavior Tree Task

Lecture 169 Find New Location Around Target

Lecture 170 Environment Query System

Lecture 171 Environment Queries

Lecture 172 EQS Tests

Lecture 173 Distance Test

Lecture 174 Using EQS Queries in Behavior Trees

Section 16: Enemy Melee Attacks

Lecture 175 Melee Attack Ability

Lecture 176 Attack Montage

Lecture 177 Combat Target

Lecture 178 Melee Attack Gameplay Event

Lecture 179 Get Live Players Within Radius

Lecture 180 Causing Melee Damage

Lecture 181 Multiplayer Melee Test

Lecture 182 Montage Gameplay Tags

Lecture 183 Tagged Montage

Lecture 184 Multiple Attack Sockets

Lecture 185 Ghoul Enemy

Lecture 186 Ghoul Attack Montages

Lecture 187 Melee Polish

Section 17: Enemy Ranged Attacks

Lecture 188 Ranged Attack

Lecture 189 Rock Projectile

Lecture 190 Ranged Damage Curve

Lecture 191 Granting Ranged Attacks

Lecture 192 Slingshot Attack Montage

Lecture 193 Playing the Ranged Attack Montage

Lecture 194 Spawning the Rock Projectile

Lecture 195 Slingshot Animation Blueprint

Lecture 196 Slingshot Attack Montage

Section 18: Enemy Spell Attacks

Lecture 197 Goblin Shaman

Lecture 198 Shaman Attack Montage

Lecture 199 Shaman Attack Ability

Lecture 200 Dead Blackboard Key

Lecture 201 Enemies Multiplayer Testing

Section 19: Enemy Finishing Touches

Lecture 202 Goblin Spear - Sound Notifies

Lecture 203 Impact Effects

Lecture 204 Melee Impact Gameplay Cue

Lecture 205 Montage and Socket Tags

Lecture 206 Goblin Spear - Hurt and Death Sounds

Lecture 207 Goblin Slingshot - Sound Notifies

Lecture 208 Rock Impact Effects

Lecture 209 Goblin Shaman - Sound Notifies

Lecture 210 Ghoul - Sound Notifies

Lecture 211 Ghoul - Swipe Trail

Lecture 212 Demon Blueprint

Lecture 213 Demon Melee Attack

Lecture 214 Demon Ranged Attack

Lecture 215 Demon - Sound Notifies

Lecture 216 Demon - Dissolve Effect

Lecture 217 Shaman Summon Locations

Lecture 218 Async Spawn Times

Lecture 219 Summoning Particle Effect

Lecture 220 Select Minion Class at Random

Lecture 221 Minion Summon Montage

Lecture 222 Minion Count

Lecture 223 Elementalist Behavior Tree

Lecture 224 Elementalist Attack Task

Lecture 225 Decrementing Minion Count

Lecture 226 Adding Juice with Tweening

Lecture 227 Enemies Final Polish

Section 20: Level Tweaks

Lecture 228 Level Lighting and Post Process

Lecture 229 Texture Streaming Pool Over Budget

Lecture 230 Flame Pillar Actor

Lecture 231 Fade Actor

Lecture 232 Fading Out Obstructing Geometry

Section 21: Cost and Cooldown

Lecture 233 Health Mana Spells Widget

Lecture 234 Spell Globe

Lecture 235 Adding Spell Globes

Lecture 236 XP Bar

Lecture 237 Ability Info Data Asset

Lecture 238 Initialize Overlay Startup Abilities

Lecture 239 For Each Ability Delegate

Lecture 240 Binding Widget Events to the Ability Info Delegate

Lecture 241 Gameplay Ability Cost

Lecture 242 Gameplay Ability Cooldown

Lecture 243 Cooldown Async Task

Lecture 244 Cooldown Tags in Ability Info

Lecture 245 Showing Cooldown Time in the HUD

Lecture 246 Modeling Mode

Section 22: Experience and Leveling Up

Lecture 247 Experience and Leveling Up

Lecture 248 Level Up Info Data Asset

Lecture 249 Adding XP to the Player State

Lecture 250 Listening for XP Changes

Lecture 251 Awarding XP Game Plan

Lecture 252 XP Reward for Enemies

Lecture 253 Incoming XP Meta Attribute

Lecture 254 Passively Listening for Events

Lecture 255 Sending XP Events

Lecture 256 Showing XP in the HUD

Lecture 257 Level Up Interface Function

Lecture 258 Leveling Up

Lecture 259 Showing Level in the HUD

Lecture 260 Level Up Niagara System

Lecture 261 Level Up HUD Message

Section 23: Attribute Points

Lecture 262 Attribute Points Member Variable

Lecture 263 Showing Attribute Points in the HUD

Lecture 264 Attribute Upgrade Buttons

Lecture 265 Upgrading Attributes

Lecture 266 Top Off Our Fluids

Lecture 267 Attribute Menu Polish

Section 24: Spell Menu

Lecture 268 Spell Menu Design

Lecture 269 Spell Globe Button

Lecture 270 Offensive Spell Tree

Lecture 271 Passive Spell Tree

Lecture 272 Equipped Spell Row

Lecture 273 Spell Menu Widget

Lecture 274 Spell Description Box

Lecture 275 Spell Menu Button

Lecture 276 Spell Menu Widget Controller

Lecture 277 Constructing the Spell Menu Widget Controller

Lecture 278 Equipped Row Button

Lecture 279 Ability Status and Type

Lecture 280 Showing Abilities in the Spell Tree

Lecture 281 Ability Level Requirement

Lecture 282 Update Ability Statuses

Lecture 283 Updating Status in the Spell Menu

Lecture 284 Show Spell Points

Lecture 285 Selecting Icons

Lecture 286 Deselecting Icons

Lecture 287 Spell Menu Buttons

Lecture 288 Selected Ability

Lecture 289 Spending Spell Points

Lecture 290 Rich Text Blocks

Lecture 291 Spell Descriptions

Lecture 292 FireBolt Description

Lecture 293 Cost and Cooldown in Spell Description

Lecture 294 Self Deselect

Lecture 295 Equipped Spell Row Animations

Lecture 296 Ability Types

Lecture 297 Equipping Abilities

Lecture 298 Updating the Overlay When Equipping Abilities

Lecture 299 Globe Reassigned

Lecture 300 Unbinding Delegates

Section 25: Combat Tricks

Lecture 301 Debuff Tags

Lecture 302 Debuff Parameters

Lecture 303 Damage Effect Params Struct

Lecture 304 Using Damage Effect Params

Lecture 305 Determining Debuff

Lecture 306 Debuff Info in the Effect Context

Lecture 307 Debuff in the Attribute Set

Lecture 308 Dynamic Gameplay Effects

Lecture 309 Debuff Niagara Component

Lecture 310 Death Impulse Magnitude

Lecture 311 Death Impulse in the Effect Context

Lecture 312 Handling Death Impulse

Lecture 313 Knockback

Section 26: What a Shock

Lecture 314 FireBolt Projectile Spread

Lecture 315 Spawning Multiple Projectiles

Lecture 316 Homing Projectiles

Lecture 317 Click Niagara System

Lecture 318 Invoke Replicated Event

Lecture 319 Aura Beam Spell

Lecture 320 Electrocute Montage

Lecture 321 Player Block Tags

Lecture 322 GameplayCue Notify Paths

Lecture 323 Gameplay Cue Notify Actor

Lecture 324 Electrocute Looping Sound

Lecture 325 Target Trace Channel

Lecture 326 First Trace Target

Lecture 327 Additional Targets

Lecture 328 Shock Loop Cues on Additional Targets

Lecture 329 Electrocute Cost Cooldown and Damage

Lecture 330 Applying Electrocute Cost and Damage

Lecture 331 Electrocute Polish

Lecture 332 Explode Dem FireBoltz

Lecture 333 Stun

Lecture 334 Stun Niagara System

Lecture 335 Shock Loop Animations

Section 27: Passive Spells

Lecture 336 Passive Spell Tags

Lecture 337 Aura Passive Ability

Lecture 338 Passive Ability Info

Lecture 339 Passive Tags in Spell Tree

Lecture 340 Multiple Level Up Rewards

Lecture 341 Passive Ability Activation

Lecture 342 Passive Niagara Component

Section 28: Arcane Shards

Lecture 343 Magic Circle

Lecture 344 Spawning Magic Circles

Lecture 345 Magic Circle Interface Functions

Lecture 346 Arcane Shards Spell

Lecture 347 Wait Input Press

Lecture 348 Anti Aliasing and Moving Decals

Lecture 349 Point Collection

Lecture 350 Async Point Locations

Lecture 351 Gameplay Cue Notify Burst

Lecture 352 Arcane Shards Montage

Lecture 353 Radial Damage Parameters

Lecture 354 Setting Radial Damage Parameters

Lecture 355 Radial Damage with Falloff

Lecture 356 Tying Radial Damage All Together

Lecture 357 Ignore Enemies while Magic Circle Active

Lecture 358 Knockback Force and Death Impulse Overrides

Lecture 359 Spell Descriptions

Section 29: Fire Blast

Lecture 360 FireBlast Ability

Lecture 361 FireBlast Cost and Cooldown

Lecture 362 Aura Fire Ball

Lecture 363 Spawning FireBalls

Lecture 364 FireBall Timelines

Lecture 365 Causing FireBall Damage

Lecture 366 FireBall Explosive Damage

Lecture 367 Empty Cooldown Texture

Lecture 368 Execute Local Gameplay Cues

Section 30: Saving Progress

Lecture 369 Saving Progress

Lecture 370 Main Menu

Lecture 371 Play and Quit Buttons

Lecture 372 Vacant Load Slot

Lecture 373 Enter Name Load Slot

Lecture 374 Taken Load Slot

Lecture 375 Load Menu

Lecture 376 MVVM

Lecture 377 View Model Class

Lecture 378 Constructing a View Model

Lecture 379 Load Slot View Model

Lecture 380 Switching the Widget Switcher

Lecture 381 Save Game Object

Lecture 382 Binding Variables to ViewModels

Lecture 383 Load Slot Status

Lecture 384 Enabling the Select Slot Button

Lecture 385 Enabling Play and Delete Buttons

Lecture 386 Are You Sure Widget

Lecture 387 Deleting a Slot

Lecture 388 Map Name Field Notify

Lecture 389 Saving the Map Name

Lecture 390 Traveling to the Saved Map

Section 31: Checkpoints

Lecture 391 Choose Player Start

Lecture 392 Default Player Start

Lecture 393 Saving the Player Start Tag

Lecture 394 Checkpoint

Lecture 395 Save Progress Interface Function

Lecture 396 Saving Player Data

Lecture 397 Loading Player Data

Lecture 398 Initializing Attributes from Disk

Lecture 399 Showing Player Level in Load Screen

Lecture 400 Saving Abilities

Lecture 401 Loading Abilities

Lecture 402 Data Structures for Saving Data

Lecture 403 Saving World State

Lecture 404 Loading World State

Section 32: Map Entrance

Lecture 405 Different Highlight Colors

Lecture 406 Highlight Interface

Lecture 407 Targeting Status

Lecture 408 Highlighting Non-Enemies

Lecture 409 Set Move-To Location

Lecture 410 Beacons

Lecture 411 Map Entrance

Lecture 412 Dungeon Stair Entrance

Lecture 413 Dungeon Entrance Blueprints

Lecture 414 Polish Menu

Lecture 415 Spawn Volumes

Lecture 416 Player Death

Lecture 417 Loot Tiers

Lecture 418 Loot Effects

Lecture 419 Loot Drop Curve

Lecture 420 Pickup Sounds

Lecture 421 Quit Button

Section 33: Course Conclusion

Lecture 422 Quest - Levels

Lecture 423 Conclusion

Those who wish to know how to architect a scalable and shippable game in Unreal Engine,Those who wish to know how to implement gameplay Attributes, Abilities, Experience, Level Ups, and how to maintain these in a clean code base,Those who wish to know how to handle game UI for complex systems in an efficient manner,Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving attributes, skills, spells, or other custom mechanics,Those who wish to know how to implement enemy AI with Behavior Trees and Environment Queries (EQS),Those who have Unreal Engine experience and are looking to expand their skillset to create shippable games,Those who are looking for a comprehensive course on the Gameplay Ability System (GAS) so they can use it in their own game projects,Hobbyists and Professional Game Developers alike will benefit from this course,AAA developers who need to learn the fundamentals of GAS for their team's game project,Leaders of game development projects who need to understand how GAS works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers,Teams who need to architect their game project in a scalable manner, so it will be easily maintainable post-launch,Anyone who has created some basic Unreal Engine projects and is ready for some next level greatness!