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
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!