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Top 8 Recommended Unreal Engine Self-Study Materials! [November 2024]

Last updated: Nov 4th, 2024

This page introduces the best in educational materials for beginners who are trying to learn Unreal Engine on their own.

Table of Contents:

1. Description of this page

1. Description of this page

We introduce 8 recommended video courses on various platforms for those who want to learn Unreal Engine on their own.

What is Unreal Engine?

Unreal Engine is an integrated development environment for game development developed by Epic Games in the United States, mainly used for creating 3D games. It has rich features such as high-quality graphics, physics simulation, and AI, and is adopted by many game developers. Programming is done using the C++ language, allowing for advanced customization. Unreal Engine is used on various platforms such as PC, smartphones, virtual reality, and augmented reality.

Our site, "Outlecture," evaluates courses using our proprietary algorithm that balances course rating, freshness of information, number of purchasers and viewers, and recent rate of increase, in order to extract only the most suitable courses for users.

In addition, we will explain the features of each video platform and provide use cases such as "this is better for people in this situation."

We hope this will be a reference for everyone who is going to learn Unreal Engine.

2. Top 5 Recommended Udemy Courses

Here are Outlecture's top 5 recommended Udemy courses, carefully selected for you.

Title Ratings Subscribers Subscribers last month
(October 2024)
Level Video Duration Created Last updated Price

Unreal Engine 5 Blueprints - The Ultimate Developer Course

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4.85 6,485 1,301 beginner 41 hours 25 minutes Jul 23rd, 2024 Oct 24th, 2024 $54.99

Unreal Engine 5 C++ The Ultimate Game Developer Course

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4.75 44,767 1,138 beginner 52 hours 43 minutes Jun 5th, 2022 Oct 24th, 2024 $109.99

Unreal Engine 5 - Gameplay Ability System - Top Down RPG

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4.81 18,434 717 intermediate 105 hours 46 minutes Mar 28th, 2023 Jul 17th, 2024 $19.99

Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

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4.61 377,993 1,456 all 29 hours 36 minutes Nov 2nd, 2015 Jan 4th, 2024 $174.99

The Ultimate Unreal Engine 2D Game Development Course

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4.75 10,750 426 all 11 hours 57 minutes Apr 7th, 2023 Sep 17th, 2024 $94.99

Udemy, Inc. is an education technology company that provides the world's largest online learning and teaching platform.

The features of Udemy include:

  • Over 155,000 course
  • Instructors who are leading experts in their fields
  • Affordable prices range from tens to hundreds of dollars per course, with discounts of up to 70-90% during campaigns
  • Courses can be viewed without expiration after purchase, and come with a 30-day money-back guarantee
  • Courses can be taken at the student's own pace, with playback speeds of 0.5 to 2 times normal speed, and can be viewed offline on a smartphone with a dedicated app
  • Students can ask questions directly to the instructor on the course discussion board, allowing them to resolve any doubts and receive support for self-study

These are some of the benefits of using Udemy.

The management team at Outlecture consists of active software engineers, creators, and web designers. We often catch up on learning new programming languages and products by taking courses on Udemy.
As for our experience, we find that Udemy offers courses of very high quality. The instructors are all leading figures in their fields, and they teach cutting-edge knowledge and practical know-how in a clear and detailed manner. You can acquire the knowledge and skills that are actually used in the field and in practical projects, rather than just knowledge for exams.

We highly recommend Udemy courses, especially for those who want to apply what they learn in practical situations or for those who want to start self-studying. Once you purchase a course, you can take it without a time limit, and there is a 30-day money-back guarantee, so you can start learning with peace of mind.

Recommended for

  • Planning to use Unreal Engine in actual projects
  • Wanting to learn the know-how of professionals who are active in the world's cutting-edge fields
  • Hesitant to use a subscription service
  • Having basic IT knowledge

The details of each course are as follows:


Unreal Engine 5 Blueprints - The Ultimate Developer Course

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

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Ratings
4.85
Subscribers
6,485
Subscribers last month
(October 2024)
1,301
Level
beginner
Video Duration
41 hours 25 minutes
Created
Jul 23rd, 2024
Last updated
Oct 24th, 2024
Price
$54.99

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 system

  • Collision Complexity and how meshes can have both simple and complex collision and how to configure these

  • How the method of movement determines the type of interactions objects will have with each other

  • Sweeping collisions versus physics collisions

  • Collision Enabled, Collision Object Types, and Collision Responses, and how these work together

  • Custom collision channels, custom collision profiles, and optimization for performance

By 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 mode

  • Single and two-dimensional Blendspaces to blend between animation poses

  • Binding inputs in the Player Controller versus the Character class

  • Keeping Blueprint nodes clean and readable

  • Managing class dependencies and coding best practices - we're using Blueprints, but we should still follow best practice!

  • Skeletal Mesh Sockets, utilized for jetpack thruster effects

  • Enforcing precious resources in the form of jet fuel, with jet fuel pickups to refill fuel

  • Use of UMG (Unreal Motion Graphics) to create UI including a progress bar to display fuel percent

  • The impact of Casting on runtime performance and memory via the creation of hard references

  • Analyzing class memory size via the size map, and dependencies via the reference viewer

  • Reducing file size with texture compression

  • Lazily loading of assets at runtime and how to load assets asynchronously, using soft object and class references

  • Lighting and Post Processing

This 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 environments

  • Creation of sprites, flipbooks, tile sets and tile maps

  • Important settings for a 2D Unreal Engine game project

  • 2D level creation

  • Enemy AI with the Behavior Tree and Blackboard

  • Combat and combo attacks

  • Use and creation of the compound data types such as enums and structures

  • Floating damage numbers

  • Implementing melee combat

By 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 Meshes

  • Rigging and skinning, creating a vehicle skeleton and physics asset

  • Creation 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 more

  • Migrating the vehicle into our Jetpack project

  • Changing 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!

  1. Introduction
  2. Introduction to Unreal Engine
  3. Assets for the Course
  4. Your First Challenge
  5. Installing the Engine
  6. Our First Project
  7. Editor Layout
  8. Play In Editor
  9. Manipulating Objects
  10. Perspective
  11. File Types
  12. Mesh Scale
  13. Materials
  14. Drone Material
  15. Assets now in FAB
  16. Marketplace Assets
  17. Migrating Assets
  18. Section 1 Quiz
  19. The Blueprint Visual Scripting System
  20. What is Blueprint
  21. The Level Blueprint
  22. Creating a Blueprint Class
  23. Components
  24. Append String
  25. Coordinates
  26. Debug Shapes
  27. Local vs Global Space
  28. Section 2 Quiz
  29. Vectors and Rotators
  30. Vectors
  31. Vector Examples
  32. Vector Examples Practice
  33. Vector Operations
  34. Vector Operations Examples
  35. Vector Operations Practice
  36. Vector Magnitude
  37. Vector Magnitude Examples
  38. Vector Magnitude Practice
  39. Booleans and Branches
  40. Vector Normalization
  41. Vector Normalization Practice
  42. Delta Seconds
  43. Rotators
  44. Rotators Practice
  45. Section 3 Quiz
  46. Bad Bot - A Drone Flying Shooter Game
  47. Multiple Materials Per Mesh
  48. Geting a Reference to the Pawn
  49. Interpolation
  50. Static Mesh Sockets
  51. Blaster Beam Mesh
  52. Spawning Actors
  53. Projectile Movement
  54. Blueprint Functions
  55. Niagara Systems
  56. Spawning Effects
  57. Meta Sounds
  58. Timers
  59. Hit Events
  60. Expose on Spawn
  61. Floating Spheres
  62. Rotating the Spheres
  63. Timelines with Float Curves
  64. Timelines with Vector Curves
  65. Sphere Spawner
  66. Overlap Events
  67. Game Mode
  68. Bad Bot Level
  69. Section 4 Quiz
  70. Pawns and Enhanced Input
  71. The Pawn Class
  72. Creating a Custom Pawn Class
  73. Adding Components to the Bot Pawn
  74. The Enhanced Input System
  75. Firing the Rifle
  76. Mouse Movement
  77. Floating Pawn Movement Component
  78. Camera Lag
  79. Section 5 Quiz
  80. Collision Essentials
  81. Unreal Engine's Collision Framework
  82. Collision Complexity
  83. Queries
  84. Sweeeping Collisions
  85. Set Actor Location with Sweeping
  86. Collisions with Physics
  87. Collision with Movement Components
  88. Collision Callbacks
  89. Custom Collision Presets
  90. Custom Collision Object Types
  91. Section 6 Quiz
  92. Bad Bot Wrap-Up and Boss Fight
  93. Material Instances
  94. Blueprint Interfaces
  95. Widget Blueprints
  96. Line Trace for Aiming
  97. Level Assets
  98. Bot Spawn Volume
  99. Spawning Bots
  100. Boss Bot
  101. Boss Challenge
  102. Boss Challenge Pt 2
  103. Section 7 Quiz
  104. Jetpack Journey - a 3D Platformer with a Jetpack
  105. The Character Class
  106. Creating the Kix Character
  107. Kix Game Mode
  108. Camera and SpringArm
  109. Look Input Action
  110. Kix Player Controller
  111. WASD Movement
  112. Clean Nodes
  113. Jumping
  114. Console Controllers
  115. Animations
  116. Blendspaces
  117. State Machines
  118. Movement Parameters
  119. State Alias
  120. Skeletal Mesh Sockets
  121. Thruster Effect Components
  122. Activating Thrusters
  123. Thruster Sounds
  124. Flying Mode
  125. Thruster Movement Input
  126. Flying Blendspace
  127. Blend Poses vs State Machines
  128. Sound Notifies
  129. Jet Fuel
  130. Enforcing Jet Fuel
  131. Fuel Assets
  132. Jet Fuel Actor
  133. Refilling Jet Fuel
  134. Juicing it Up
  135. Widget Blueprints
  136. Fuel Bar
  137. Class Dependencies
  138. Updating the Fuel Bar
  139. Casting and Memory
  140. Texture Compression
  141. Soft References
  142. Section 8 Quiz
  143. Platformer Mechanics and Advanced Skills
  144. Platforms
  145. Pressure Plate
  146. Moving the Plate
  147. Interact Interface
  148. Floating Platform
  149. Ping Pong Platform
  150. Placing Items
  151. Packed Level Actors
  152. Win and Lose
  153. End Game Menu
  154. Menu Functionality
  155. Event Dispatchers
  156. Data Types
  157. The Construction Script
  158. Section 9 Quiz
  159. A 2D Dungeon Crawler - Red Hood
  160. Free 2D Assets
  161. Project Creation
  162. Sprites
  163. Flipbooks
  164. Paper Character
  165. Camera Settings
  166. Input
  167. PaperZD
  168. Locomotion
  169. Transitional Animations
  170. Sound Notifies
  171. Jump Sounds
  172. State Events
  173. Tilesets
  174. Tileset Layers
  175. Sort Priority
  176. 2D Level
  177. Level and Adjustments
  178. Enemy Class
  179. Behavior Tree
  180. Behavior Tree Tasks
  181. Decorators
  182. Patrol Box Overlaps
  183. Services
  184. Custom Decorators
  185. Attack Task
  186. Skeleton Sounds
  187. Box Trace
  188. Anim Notifies
  189. Trace for Objects
  190. Hit React
  191. Disable Movement
  192. Hit React Effects
  193. Damage and Health
  194. Player Health Bar
  195. Updating the Health Bar
  196. Damage Numbers
  197. Attack Input Action
  198. Throttling Attacks
  199. Attack Combo
  200. Attack Count
Unreal Engine 5 C++ The Ultimate Game Developer Course

Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game!

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Ratings
4.75
Subscribers
44,767
Subscribers last month
(October 2024)
1,138
Level
beginner
Video Duration
52 hours 43 minutes
Created
Jun 5th, 2022
Last updated
Oct 24th, 2024
Price
$109.99

Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game!

This course will take you from beginner to hero as we create everything in this course project from scratch. Learn Unreal Engine 5's new features from Open World maps, Quixel Bridge megascans for ultra-realistic environments, landscape sculpting and painting, dungeons, free-roaming creatures and humanoids with various weapons, breakable objects that spawn treasure, and more!

Slay your way through your open world level, hacking and slashing creatures, breaking pots and collecting treasure and souls, and try to keep your health and stamina high!

We will implement enemy behavior that can be reused for various creature types, including gruntlings, raptors, insects, and golems. Code your character to be able to pick up and equip better and better weapons as she slays stronger and stronger monsters and collects loot.

We will cover new Unreal Engine 5 features such as Motion Warping, Meta Sounds, Linked Anim Graphs, UE5's new retargeting system with IK Rigs and IK Retargeters, Leg IK with Control Rigs, visual effect creation in Niagara, and more!

We'll start with a completely empty level and add everything from sky and atmosphere, nature, trees and plants, and we'll even import an entire dungeon level with the use of UE5's new Packed Level Instance feature.

We will cover vectors and game development mathematics in a full math section to prepare you for gameplay programming before diving in and creating our first C++ class.

We will then learn Unreal Engine's class hierarchy, creating a basic Actor, learning about trigonometry as we use the sine function to give our items floating behavior.

We then create a Bird using the Pawn class so we can fly around our level and get a literal bird's-eye view.

We then create our Character class, using Echo from the Valley of the Ancient Epic-released free project, a beautiful and lifelike humanoid with cloth physics on her scarf and garments.

We implement weapon equipping and combat. We learn how to calculate directional hit reactions, using root motion animations to make our enemies stumble in the correct direction based on the direction of impact.

We give our enemies patrolling behavior, then chasing and attacking behavior. We make our enemies smarter with the use of UE5's new Motion Warping system, warping our enemy's location and rotation to make it hit the target more frequently, and making it harder to move out of harm's way.

We then give Echo a fighting chance, by implementing a dodge ability, similar to Dark Souls and Elden Ring. She can dodge out of the way while the enemy swings fervently, making them miss so we can move in to counter-attack.

We make breakable pots and vases using the Chaos destruction system, and these breakables spawn treasure when we break them, allowing us to collect loot and increment our gold count in the HUD.

We create a beautiful Soul effect in Niagara, and make enemies spawn souls upon death so we can gain experience points.

We learn how to make enemies stronger with an Attribute component, giving them varying levels of health and damage, and soul spawn counts.

We use UE5's new Animation Blueprint Templates to reuse all of our enemy code to create different types of enemies, from humanoids that wield weapons to creatures that bite, sting, and smash.

Get your RPG project started with this amazing course, which is the product of nearly a decade of professional Unreal Engine experience and teaching.

This course is in a whole new universe than the original UE4 version I created four years ago! Benefit from years of learning, teaching, and implementing Unreal's newly evolved system with its cutting-edge game creation capabilities!

This is my most well-taught course yet, and by far the most beautiful game project of all my courses on Udemy thus far.

Join me and let's have a ton of fun creating the start of an action RPG hack-and-slash Open World game in Unreal Engine 5!

  1. Getting Started
  2. Introduction
  3. How to Get Help
  4. Installing Unreal Engine 5
  5. The Level Editor Viewport
  6. View Modes
  7. Object Manipulation
  8. Panels
  9. Section 1 Challenge
  10. Realistic Landscapes
  11. Assets now under FAB
  12. Quixel Bridge
  13. Open World
  14. Lighting and Atmosphere
  15. Landscape
  16. 11 - Landscape Material
  17. Landscape Painting
  18. Tiling in Landscape Textures
  19. Foliage Painting
  20. More Foliage Painting
  21. Post Process Volume
  22. Forest Polish Up
  23. If You Get This Popup While Migrating...
  24. Packed Level Actors
  25. Mountains
  26. Level Instances
  27. Section 2 Challenge
  28. Vectors, Rotators, and Trigonometry
  29. Coordinates
  30. Vectors
  31. Vector Examples
  32. Vector Operations
  33. Vector Operations Examples
  34. Vector Magnitude
  35. Vector Magnitude Examples
  36. Vector Normalization
  37. Rotators
  38. Section 3 Challenge
  39. C++ in Unreal Engine
  40. Integrated Development Environment (IDE)
  41. Setting up Visual Studio
  42. C++ Refresher
  43. Reflection and Garbage Collection
  44. Section 4 Challenge
  45. The Actor Class
  46. Actor Creation
  47. Blueprint Creation
  48. Onscreen Debug Messages
  49. Formatting Strings
  50. Drawing Debug Spheres
  51. Drawing Debug Lines
  52. Drawing Debug Points
  53. Custom Header Files
  54. Section 5 Challenge
  55. Moving Objects With Code
  56. SetActorLocation
  57. SetActorRotation
  58. Actor World Offset
  59. Trig Functions
  60. The Sine Function
  61. Exposing Variables to Blueprint
  62. Visible But Not Editable
  63. Exposing Variables to the Event Graph
  64. Exposing Functions to Blueprint
  65. Template Functions
  66. Components
  67. Components in C++
  68. Section 6 Challenge
  69. The Pawn Class
  70. The Pawn Class
  71. Capsule Component
  72. Forward Declaration
  73. Skeletal Mesh Components
  74. Enhanced Input
  75. Binding Inputs
  76. Enhanced Input for Movement
  77. Adding Movement Input
  78. Camera and Spring Arm
  79. Enhanced Input for Controller Input
  80. Adding Controller Input
  81. Setting the Default Pawn
  82. Section 7 Challenge
  83. The Character Class
  84. The Character Class
  85. Enhanced Input for the Character
  86. Character Inputs
  87. Character Camera and SpringArm
  88. The Rotation Matrix
  89. Controller Directions
  90. Hair and Eyebrows
  91. Custom Hair Color
  92. Section 8 Challenge
  93. The Animation Blueprint
  94. The Animation Blueprint
  95. The Anim Instance
  96. Jumping
  97. Jump Animations
  98. Inverse Kinematics
  99. Section 9 Challenge
  100. Collision and Overlaps
  101. Collision Presets
  102. Overlap Events
  103. Delegates
  104. On Component Begin Overlap
  105. On Component End Overlap
  106. Section 10 Challenge
  107. The Weapon Class
  108. The Weapon Class
  109. Sockets
  110. Downloading Animations
  111. Retargeting is now Easier in 5.4!
  112. IK Rig
  113. IK Retargeter
  114. Attaching the Sword
  115. Picking Up Items
  116. Enum for Character State
  117. Switching Animation Poses
  118. Equipped Animations
  119. Multiple Animation Blueprints
  120. Section 11 Challenge
  121. Attacking
  122. Animation Montages
  123. Playing Montages from C++
  124. Attacking State
  125. Resetting the Action State
  126. Item State
  127. Sound Notifies and Meta Sounds
  128. Meta Sounds for Footsteps
  129. Fixing Foot Placement
  130. Putting the Sword Away
  131. Playing Arm and Disarm Animations
  132. Attaching the Sword to the Back
  133. Equip and Unequip Sounds
  134. Editing Animations
  135. Section 12 Challenge: Option A
  136. Section 12 Challenge: Option B
  137. Weapon Mechanics
  138. Collision Box
  139. Tracing
  140. Box Trace in C++
  141. Dynamic Arrays
  142. Disabling Weapon Box Collision
  143. Unreal Interfaces
  144. Enemies
  145. Notes on the Blender Addon
  146. Root Motion Animations
  147. Implementing Interfaces
  148. Hit React Montage
  149. Playing the Hit React Montage
  150. Dot Product
  151. Cross Product
  152. Directional Hit Reactions
  153. One Hit Per Swing
  154. Hit Sounds
  155. Hit Particles
  156. Weapon Trails
  157. Section 13 Challenge
  158. Breakable Actors
  159. Destructible Meshes
  160. Field System Actors
  161. Creating Fields with Weapons
  162. Breakable Actor
  163. Blueprint Native Event
  164. Breaking Sounds
  165. Section 14 Challenge
  166. Treasure
  167. Treasure
  168. Spawning Actors
  169. Spawning Actors from C++
  170. Different Types of Treasure
  171. Different Types of Breakables
  172. Niagara Effects
  173. Niagara Components
  174. Section 15 Challenge
  175. Combat
  176. Actor Components
  177. Widget Components
  178. User Widget Class
  179. Setting the Health Percent
  180. Damage
  181. Custom Health Bars
  182. Enemy Death Animations
  183. Enemy Death
  184. Death Poses
  185. Polishing Enemy Death
  186. Section 16 Challenge
  187. Enemy Behavior
  188. Making Enemies Move
  189. Enemy Movement Anims
  190. Blendspaces
  191. Patrol Targets
  192. Selecting Patrol Targets
  193. Patrol Wait Time
  194. Pawn Sensing Component
  195. Enemy States
  196. Enemies Losing Interest
  197. Attack Radius
  198. Agro When Hit
  199. Weapon Alterations
  200. Section 17 Challenge
Unreal Engine 5 - Gameplay Ability System - Top Down RPG

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

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Ratings
4.81
Subscribers
18,434
Subscribers last month
(October 2024)
717
Level
intermediate
Video Duration
105 hours 46 minutes
Created
Mar 28th, 2023
Last updated
Jul 17th, 2024
Price
$19.99

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.

NOTE: This course involves programming in C++, which involves the use of an Integrated Development Environment (IDE) such as Visual Studio, Rider, or VSCode. The IDE used in this course by me will be Rider, but this IDE is not a requirement for students to follow the course. You can use any IDE of your choice.

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 dungeons

  • A waypoint shrine and obelisks

  • Particle 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 enemies

  • Much more!

In this course, we will be covering the following topics:

  • Setting up a Top-Down Project from scratch

  • Enemy and item selection with outline effects

  • Proper use of OOP and inheritance to create a character class hierarchy

  • Intro to the Gameplay Ability System and the core classes that comprise it

  • Custom Gameplay Ability System Components and Attribute Sets, and how to replicate Attributes

  • All important settings for all GAS classes and components

  • How 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 attributes

  • Gameplay Effects - classes in the GAS system used to apply changes to attributes

  • Gameplay Tags - an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagine

  • Game 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 more

  • Attributes - 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 damage

  • Gameplay 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 game

  • Damage 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 minions

  • Fading geometry when it gets in the way of the camera for a top-down game

  • Ability 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 Transitions

  • Intermediate/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.

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, and invest in the biggest leap of your game development career.

Stephen Ulibarri, founder of the Druid Mechanics Game Developer Community

This course project is created in Unreal Engine version 5.2. Updates are periodically added to ensure compatibility with newer engine versions.

  1. Introduction
  2. Introduction
  3. Project Creation
  4. Jetbrains Rider - 4 Month Free Coupon
  5. Project Creation
  6. Setting up Version Control
  7. The Base Character Class
  8. Player and Enemy Characters
  9. Character Blueprint Setup
  10. Animation Blueprints
  11. Enhanced Input
  12. Aura Player Controller
  13. Movement Input
  14. Game Mode
  15. Enemy Interface
  16. Highlight Enemies
  17. Post Process Highlight
  18. Section 2 Quiz
  19. Intro to the Gameplay Ability System
  20. The Gameplay Ability System
  21. The Main Parts of GAS
  22. The Player State
  23. Ability System Component and Attribute Set
  24. GAS in Multiplayer
  25. Constructing the ASC and AS
  26. Replication Mode
  27. Init Ability Actor Info
  28. Section 3 Quiz
  29. Attributes
  30. Attributes
  31. Health and Mana
  32. Attribute Accessors
  33. Effect Actor
  34. Section 4 Quiz
  35. RPG Game UI
  36. Game UI Architecture
  37. Aura User Widget and Widget Controller
  38. Globe Progress Bar
  39. Health Globe
  40. Aura HUD
  41. Overlay Widget Controller
  42. Broadcasting Initial Values
  43. Listening for Attribute Changes
  44. Callbacks for Mana Changes
  45. Section 5 Quiz
  46. Gameplay Effects
  47. Gameplay Effects
  48. Effect Actor Improved
  49. Instant Gameplay Effects
  50. Duration Gameplay Effects
  51. Periodic Gameplay Effects
  52. Effect Stacking
  53. Infinite Gameplay Effects
  54. Instant and Duration Application Policy
  55. Infinite Effect Application and Removal
  56. PreAttributeChange
  57. PostGameplayEffectExecute
  58. Curve Tables for Scalable Floats
  59. Section 6 Quiz
  60. Gameplay Tags
  61. Gameplay Tags
  62. Creating Gameplay Tags in the Editor
  63. Creating Gameplay Tags from Data Tables
  64. Adding Gameplay Tags to Gameplay Effects
  65. Apply Gameplay Tags with Effects
  66. Gameplay Effect Delegates
  67. Get All Asset Tags
  68. Broadcasting Effect Asset Tags
  69. UI Widget Data Table
  70. Retrieving Rows from Data Tables
  71. Broadcasting Data Table Rows
  72. Message Widget
  73. Animating the Message Widget
  74. Replacing Callbacks with Lambdas
  75. Ghost Globe
  76. Properly Clamping Attributes
  77. Section 7 Quiz
  78. RPG Attributes
  79. Initialize Attributes from a Data Table
  80. Initialize Attributes with Gameplay Effects
  81. Attribute Based Modifiers
  82. Modifier Order of Operations
  83. Modifier Coefficients
  84. Secondary Attributes
  85. Derived Attributes
  86. Custom Calculations
  87. Player Level and Combat Interface
  88. Modifier Magnitude Calculations
  89. Initializing Vital Attributes
  90. Section 8 Quiz
  91. Attribute Menu
  92. Attribute Menu - Game Plan
  93. Attribute Menu - Framed Value
  94. Attribute Menu - Text Value Row
  95. Attribute Menu - Text Value Button Row
  96. Attribute Menu - Construction
  97. Button Widget
  98. Wide Button Widget
  99. Opening the Attribute Menu
  100. Closing the Attribute Menu
  101. Plan for Displaying Attribute Data
  102. Gameplay Tags Singleton
  103. Aura Asset Manager
  104. Native Gameplay Tags
  105. Attribute Info Data Asset
  106. Attribute Menu Widget Controller
  107. Aura Ability System Blueprint Library
  108. Constructing the Attribute Menu Widget Controller
  109. Attribute Info Delegate
  110. Widget Attribute Tags
  111. Mapping Tags to Attributes
  112. Responding to Attribute Changes
  113. Section 9 Quiz
  114. Gameplay Abilities
  115. Gameplay Abilities
  116. Granting Abilities
  117. Settings on Gameplay Abilities
  118. Input Config Data Asset
  119. Aura Input Component
  120. Callbacks for Ability Input
  121. Activating Abilities
  122. Click To Move
  123. Setting Up Click to Move
  124. Setting Up Auto Running
  125. Implementing Auto Running
  126. Code Clean Up
  127. Aura Projectile
  128. Aura Projectile Spell
  129. Spawning Projectiles
  130. Section 10 Quiz
  131. Ability Tasks
  132. Ability Tasks
  133. Sending Gameplay Events
  134. Spawn FireBolt from Event
  135. Custom Ability Tasks
  136. Target Data
  137. Send Mouse Cursor Data
  138. Receiving Target Data
  139. Prediction in GAS
  140. Orienting the Projectile
  141. Motion Warping
  142. Projectile Impact
  143. Projectile Collision Channel
  144. Projectile Gameplay Effect
  145. Enemy Health Bar
  146. Ghost Bar
  147. Section 11 Quiz
  148. RPG Character Classes
  149. RPG Character Classes
  150. Character Class Info
  151. Default Attribute Effects
  152. Curve Tables - CSV and JSON
  153. Initializing Enemy Attributes
  154. Section 12 Quiz
  155. Damage
  156. Meta Attributes
  157. Damage Meta Attribute
  158. Set By Caller Magnitude
  159. Ability Damage
  160. Enemy Hit React
  161. Activating the Enemy Hit React Ability
  162. Enemy Death
  163. Dissolve Effect
  164. Floating Text Widget
  165. Showing Damage Text
  166. Execution Calculations
  167. Damage Execution Calculation
  168. ExecCalcs - Capturing Attributes
  169. Implementing Block Chance
  170. Implementing Armor and Armor Penetration
  171. Damage Calculation Coefficients
  172. Implementing Critical Hits
  173. Section 13 Quiz
  174. Advanced Damage Techniques
  175. The Gameplay Effect Context
  176. Custom Gameplay Effect Context
  177. NetSerialize
  178. Implementing Net Serialize
  179. Struct Ops Type Traits
  180. Aura Ability System Globals
  181. Using a Custom Effect Context
  182. Floating Text Color
  183. Hit Message
  184. Damage Types
  185. Mapping Damage Types to Resistances
  186. Resistance Attributes
  187. Resistance Damage Reduction
  188. Multiplayer Test
  189. Section 14 Quiz
  190. Enemy AI
  191. Enemy AI Setup
  192. AI Controller Blackboard and Behavior Tree
  193. Behavior Tree Service
  194. Blackboard Keys
  195. Finding the Nearest Player
  196. AI and Effect Actors
  197. Behavior Tree Decorators
  198. Attack Behavior Tree Task
  199. Find New Location Around Target
  200. Environment Query System
Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

Created in collaboration with Epic Games. Learn C++ from basics while making your first 5 video games in Unreal

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Ratings
4.61
Subscribers
377,993
Subscribers last month
(October 2024)
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Level
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Video Duration
29 hours 36 minutes
Created
Nov 2nd, 2015
Last updated
Jan 4th, 2024
Price
$174.99

Ready to make games in the amazing world of Unreal Engine 5?

This "critically-acclaimed" and "insanely successful" Unreal Engine course was created in collaboration with Epic Games.

The majority of the course has been fully updated and remastered to Unreal Engine 5. Existing students get all the new material for free.

Learn how to create and mod video games using Unreal Engine 5, even if you're a complete beginner. Unreal is a free-to-use game development engine used by AAA studios and indie developers worldwide. It is a massive and powerful beast, but we break it down step-by-step so you can tame it.

We start super simple so no prior experience of Unreal or coding is needed! With our online tutorials, you'll be amazed at what you can achieve. We believe project-based learning is the best way to learn Unreal Engine, so you’ll create 5 Unreal games!

Already know Unreal and want to learn VR or Multiplayer? Check out our other Unreal courses, just look for the green leaf for our other world-class Unreal courses.

Learn C++, the powerful industry-standard language from scratch. By the end of the course, you'll be very confident in the basics of coding and game development, and hungry to learn more.

"Any serious game programmer needs to know C++"
Jason Gregory, Lead Programmer at Naughty Dog (creators of Uncharted & The Last of Us)

Anyone who wants to learn to create games: Unreal Engine is a fantastic platform which enables you to make AAA-quality games. Furthermore, these games can be created for Windows, consoles, macOS, iOS, Android and Web from a single source!

Benefit from our world-class support from both other students, and the instructors who are on the forums regularly. Go on to build several games including a tank game, and a First Person Shooter.

You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Our thriving discussion forum will help you learn and share ideas with other students.

Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).

Start to learn Unreal C++ now, you won't be disappointed!

  1. Intro & Setup (New UE5 Content)
  2. For users of Unreal 4.22
  3. Welcome To The Course
  4. Installing Unreal Engine
  5. Community & Support
  6. Navigating The Viewport
  7. Moving & Placing Actors
  8. C++ versus Blueprint
  9. Helping Us To Help You
  10. Warehouse Wreckage (New UE5 Content)
  11. Section Intro - Warehouse Wreckage
  12. Project Setup
  13. UE 5.1 Warning: Starter Content Folder
  14. Blueprint Event Graph
  15. Physics Simulation
  16. Objects and References
  17. Adding an Impulse
  18. Blueprint Classes and Instances
  19. Spawning Actors
  20. Data Types
  21. Pawns and Actor Location
  22. Control Rotation
  23. Vector Addition & Multiplication
  24. Get Forward Vector
  25. Importing Assets
  26. Geometry Brushes (BSP)
  27. Materials and Lighting
  28. Actor Components
  29. Collision Meshes
  30. Variables
  31. Booleans and Branches
  32. Functions
  33. Return Types
  34. Pure Functions
  35. Member Functions
  36. Loading Levels & Delay Nodes
  37. Wrap-up and Recap
  38. Obstacle Assault (New UE5 Content)
  39. Section Intro - Obstacle Assault
  40. Project Setup
  41. Customizing The Character
  42. Compilers and Editors
  43. UE 5.1 Warning: Installing .NET 6
  44. PC - Installing Visual Studio
  45. Mac - Installing XCode
  46. Installing VSCode
  47. Compiling a C++ Project
  48. UPROPERTY Variables
  49. Live Coding Issues
  50. C++ Files & BeginPlay
  51. Using Structs In C++
  52. Calling Functions in C++
  53. Tick
  54. Local Variables
  55. Pseudo Code
  56. Function Return Values
  57. Velocity & DeltaTime
  58. Scope Resolution Operator
  59. If Statements
  60. Using Member Functions
  61. Blueprint Child Classes
  62. Forcing Character Collisions
  63. GameMode
  64. Writing To The Output Log
  65. FString
  66. Member Functions
  67. Return Statements
  68. Const Member Functions
  69. FRotator
  70. Level Design & Polish
  71. Obstacle Assault: Wrap-Up
  72. Crypt Raider (New UE5 Content)
  73. Section Intro - Crypt Raider
  74. Project Setup
  75. Modular Level Design
  76. Modular Level Layout
  77. Solution: Modular Level Layout
  78. Light Types
  79. Lumen & Light Bleed
  80. Level Lighting
  81. Character Blueprint
  82. Inheritance vs Composition
  83. C++ Actor Component
  84. Pointer Types & GetOwner()
  85. Dereferencing & Arrow (->) Operator
  86. Linkers, Headers and Includes
  87. FMath::VInterpConstantTo
  88. Scene Components
  89. Line Tracing & Sweeping
  90. GetWorld()
  91. DrawDebugLine()
  92. References vs Pointers
  93. Const References & Out Parameters
  94. Geometry Sweeping
  95. Input Action Mappings
  96. Input Action Mappings
  97. Blueprint Callable
  98. FindComponentByClass() & nullptr
  99. DrawDebugSphere()
  100. Grabbing With Physics Handle
  101. Waking Physics Objects
  102. Returning Out Parameters
  103. Overlap Events
  104. Constructors
  105. TArray
  106. While & For Loops
  107. Range Based For Loops
  108. Actor Tags
  109. Early Returns
  110. Dependency Injection
  111. Casting & Actor Attachment
  112. Adding and Removing Tags
  113. Boolean Logical Operators
  114. Level Polish
  115. Crypt Raider: Wrap-Up
  116. Toon Tanks (v2)
  117. Project Intro
  118. Pawn Class Creation
  119. Creating Components
  120. Forward Declaration
  121. Constructing The Capsule
  122. Static Mesh Components
  123. Deriving Blueprint Classes
  124. Instance vs Default
  125. Editing Exposed Variables
  126. Exposing The Components
  127. Creating Child C++ Classes
  128. Possessing The Pawn
  129. Handling Input
  130. Local Offset
  131. Movement Speed
  132. Local Rotation
  133. Casting
  134. Using the Mouse Cursor
  135. Rotating the Turret
  136. The Tower Class
  137. Fire
  138. Timers
  139. The Projectile Class
  140. Spawning The Projectile
  141. Projectile Movement Component
  142. Hit Events
  143. Health Component
  144. Applying Damage
  145. The Game Mode Class
  146. Handling Pawn Death
  147. Custom Player Controller
  148. Starting The Game
  149. The Start Game Widget
  150. Countdown Timer
  151. Displaying Countdown Time
  152. Winning And Losing
  153. Game Over HUD
  154. Hit Particles
  155. Smoke Trail
  156. Death Particles
  157. Sounds
  158. Camera Shake
  159. Polish And Wrap-Up
  160. Simple Shooter
  161. Section Intro: Simple Shooter
  162. Project Setup
  163. Pawns vs Characters in C++
  164. Character Movement Functions
  165. Controller Aiming
  166. Third Person Camera Spring Arm
  167. Skeletal Animations 101
  168. Editing Collision Meshes
  169. Animation Blueprints 101
  170. 2D Blend Spaces
  171. Connecting Animation To Gameplay
  172. Inverse Transforming Vectors
  173. Calculating Animation Speeds
  174. Gun Actors
  175. Spawning Actors At Runtime
  176. Attaching To Meshes Via Sockets
  177. Shooting Architecture
  178. Spawning Particle Effects
  179. Player View Point
  180. Line Tracing By Channel
  181. Impact Effects
  182. Dealing Damage To Actors
  183. Virtual Methods In C++
  184. Overriding TakeDamage
  185. Blending Animations By Booleans
  186. Blueprint Pure Nodes
  187. Create and Setup an AI controller
  188. AI Aiming
  189. Nav Mesh And AI Movement
  190. Checking AI Line Of Sight
  191. BehaviorTrees And Blackboards
  192. Setting Blackboard Keys In C++
  193. Behavior Tree Tasks And Sequences
  194. BT Decorators And Selectors
  195. Custom BTTasks In C++
  196. Executing BTTasks
  197. BTTasks That Use The Pawn
  198. BTServices In C++
  199. Ignoring Actors In Line Traces
  200. Ending The Game
The Ultimate Unreal Engine 2D Game Development Course

Learn all you need to know about Paper 2D and PaperZD to make 2D and 2D/3D hybrid games in Unreal Engine 5!

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Ratings
4.75
Subscribers
10,750
Subscribers last month
(October 2024)
426
Level
all
Video Duration
11 hours 57 minutes
Created
Apr 7th, 2023
Last updated
Sep 17th, 2024
Price
$94.99

Welcome to The Ultimate Unreal Engine 2D Game Development Course.

This is the most comprehensive and effective course you'll ever find about making 2D and 2D/3D hybrid games with Unreal Engine 5.

Through teaching Unreal Engine on YouTube and also in person at a Japanese Game Dev school for the past couple of years I've gained an understanding of what students are really looking for and designed this course to teach you Paper 2D and PaperZD step by step in a structured manner.

If you're completely new to Unreal Engine you can check out the Unreal Engine 5 Crash Course which is included in one of the early chapters.

We'll start out slowly by making a one-button-minigame that teaches you about how to import sprites and use them in your scene. You'll also learn about project settings we need to adjust and about the enhanced input action system which we'll use throughout all of the other chapters in this course as well.

The second game will teach you all about using sprite sheets and how we can create flipbooks.


We'll also look at how to switch between the idle and run flipbook during gameplay and how to play footstep sounds on the correct animation frames.


Since we want the background to be dynamically adjustable I'll also teach you how we can use a background sprite in a blueprint, attach collisions to them and dynamically change them in the construction script depending on how long we want the stage to be.

The Third game is a classic platformer game and will be the first projects using the free PaperZD plugin to improve the workflow of making 2D games with Unreal Engine.

Here you'll learn how to set up an animation source and animation blueprint file with PaperZD and use them to create animation graphs and animation notifies.
We'll also create enemies that can detect walls and ledges to change the direction they walk in and can interact with the player when being stomped on or touching the player character.


You'll also learn how to create a one-way platform that we can jump through form the bottom, but don't fall through from the top.

The forth game will combine all the things we've learned and will be the first 2D/3D hybrid game we create.


This means that our characters are 2D pixel art, however the backgrounds are 3D environments which allow us to make use of all of the amazing features of Unreal Engine.


For this game we don't only have platformer mechanics, but we'll also implement hitboxes, a stun system a damage system and many more things you'll need to know about for most of your games.


To lean into metroidvania mechanics we also create an unlockable sword throw ability, which allows you to stick swords into the wall and use them as platforms to reach higher areas.

  1. Course Orientation
  2. Curriculum Overview
  3. Why make 2D Games with Unreal Engine?
  4. What version of Unreal Engine to use
  5. How to ask for help
  6. Backing up your Projects
  7. Unreal Engine 5 Crash Course
  8. About the UE 5 Crash Course
  9. How to Install Unreal Engine 5
  10. How to create a new Project
  11. How to navigate the Editor
  12. Content Drawer and Blueprints
  13. How to make a simple Blueprint
  14. Adding functionality to our Blueprint
  15. Useful Keyboard Shortcuts and Tips
  16. How to debug your games
  17. Paper 2D Basics
  18. What is Paper 2D?
  19. 2D Project Settings
  20. Where to find 2D assets for Unreal Engine
  21. Quick Draw Project
  22. Quick Draw Overview
  23. Downloading the Quick Draw Assets
  24. Preparing our Sprites
  25. Finding the Translucent Material
  26. Making a Level Mockup
  27. Creating our Samurai Blueprint
  28. Moving Sprites with Timelines
  29. Inheritance and Child Blueprints
  30. Setting up the Game's Rules and Phases
  31. If your input isn't working
  32. Setting up the Player Input
  33. Adding a Camera and Adjusting Project Settings
  34. Fixing Black Dot in middle of screen when playing
  35. Making the Player Attack
  36. Attack Movement through Timelines
  37. Adding the Defeated State
  38. Creating Simple Enemy AI
  39. Resetting the Game
  40. Finishing Up
  41. Texture Settings for making game builds
  42. Finished Project Files
  43. Mash Runner Project
  44. Mash Runner Overview
  45. Downloading the Mash Runner Assets
  46. Setting Up the Project and Importing Assets
  47. Sprite Sheets and Flipbooks
  48. Creating the Runner Blueprint
  49. Possessing the Runner Character
  50. Making the Character Move
  51. Using the Run Animation
  52. Improving the Input
  53. Adding Speed Curves
  54. Triggering Events on Certain Frames
  55. Creating the Stage
  56. Making the Enemy Runner AI
  57. Goal Collision setting issue
  58. Setting Up the Goal
  59. Finishing Up
  60. Finished Project Files
  61. PaperZD Introduction
  62. What is PaperZD?
  63. PaperZD download changes
  64. Installing PaperZD
  65. Tower Climb Platformer Project
  66. Tower Climb Platformer Overview
  67. Downloading the Tower Climb Assets
  68. Creating Flipbooks Through a JSON File
  69. Creating a PaperZD Character Blueprint
  70. Making the Character Walk and Jump
  71. Setting Up Our Animation Source and Using Our First Notify
  72. Creating a PaperZD Animation Blueprint
  73. Creating Our First Tile Set
  74. Creating A Tile Map
  75. Improving the Character Feel
  76. Setting Up the Enemy Blueprint
  77. Enemy AI Ledge and Wall Detection
  78. Defeat Player On Enemy Touch
  79. Improving the Player Defeated State
  80. Defeat Enemy On Being Stomped
  81. Making Platform Blueprints
  82. Making a Spring Launcher
  83. Designing a Level
  84. Implementing Coyote Time
  85. Implementing Jump Buffer
  86. Finishing Up
  87. Finished Project Files
  88. Action Platformer Project
  89. Action Platformer Overview
  90. Downloading the Action Platformer Assets
  91. Setting Up the Project Base
  92. Setting Up Player Inputs and Movement
  93. Setting Up Player Animations with PaperZD
  94. Animation Override for Slash Attack
  95. Update to PaperZD Anim Notify States
  96. Creating and Triggering Hitboxes
  97. Implementing the Stun State
  98. Health System and Applying Damage
  99. Hitstop and Sprite Shake
  100. Creating the Enemy Base
  101. Setting Up the Enemy AI
  102. Stunning the Enemy AI
  103. Making the Enemy Change Directions
  104. Allowing the Enemy to Attack
  105. Handling Aggro
  106. Creating the Ability System
  107. Creating the Sword Throw
  108. Adding the Sword Throwing Animations
  109. Environment Assets Availability
  110. Adding the Map
  111. Adding the Goal and Spawners
  112. Improving the Visuals
  113. Finishing Up
  114. Finished Project Files
  115. Extra: Some Tips and Updates
  116. Using the Orthographic Camera
  117. How to use the 2D Side Scroller Template
  118. Bonus: What's next?
  119. Bonus Lecture

3. Top 3 Recommended YouTube Videos

Here are Outlecture's top 3 recommended YouTube videos, carefully selected for you.

Title View count View count last month
(October 2024)
Like count Publish date

Unreal Engine 5 Graphics are SO REALISTIC!!! 🤯

thumbnail

Channel: Garett

18,085,036 1,194,269 1,002,839 Jan 25th, 2024

Unreal in 100 Seconds

thumbnail

Channel: Fireship

914,047 - 48,988 Jan 30th, 2023

Unreal Engine 5 Beginner Tutorial - UE5 Starter Course

thumbnail

Channel: Unreal Sensei

4,504,972 83,737 121,630 Jun 30th, 2022

YouTube has become a familiar platform for everyday use, where viewers can watch videos for free, although they may contain advertisements. Recently, there has been an increase in the availability of high-quality educational materials on this platform. It is an excellent option for those who want to learn without paying or simply obtaining a quick understanding of a topic.
We highly recommend utilizing YouTube as a valuable learning resource.

Recommended for

  • Wanting to learn without spending money
  • Wanting to quickly understand the overview of Unreal Engine

The details of each course are as follows:

Unreal Engine 5 Graphics are SO REALISTIC!!! 🤯

Garett

View count
18,085,036
View count last month
(October 2024)
1,194,269
Like count
1,002,839
Publish date
Jan 25th, 2024
#unrealengine #unrealengine5 #ue5 #xbox
Unreal in 100 Seconds

Fireship

View count
914,047
View count last month
(October 2024)
-
Like count
48,988
Publish date
Jan 30th, 2023
Unreal engine is a collection of developer tools for building interactive 3D games, simulations, and visualizations. It provides a powerful visual editor and scripting language called blueprint to simplify the game dev workflow.

#gamedev #programming #100SecondsOfCode

💬 Chat with Me on Discord

https://discord.gg/fireship

🔗 Resources

Unreal Engine https://www.unrealengine.com
Unreal Source Code https://github.com/EpicGames
Unity in 100 Seconds https://youtu.be/iqlH4okiQqg
Godot in 100 Seconds https://youtu.be/QKgTZWbwD1U

🔥 Get More Content - Upgrade to PRO

Upgrade at https://fireship.io/pro
Use code YT25 for 25% off PRO access

🎨 My Editor Settings

- Atom One Dark
- vscode-icons
- Fira Code Font

🔖 Topics Covered

- What is Unreal Engine?
- Build simple game with unreal?
- Unreal Blueprints vs C++
- Is Unreal engine hard to learn?
- Quick basic tutorial for Unreal engine
- Unreal vs Unity
- Unreal vs Godot
- Getting started in Game Dev
Unreal Engine 5 Beginner Tutorial - UE5 Starter Course

Unreal Sensei

View count
4,504,972
View count last month
(October 2024)
83,737
Like count
121,630
Publish date
Jun 30th, 2022
Unreal Engine 5 tutorial for beginners! In this free tutorial we will go over everything you need to know to get started in Unreal Engine 5. Specifically we will focus on Unreal's new features: nanite and lumen. You will learn how to install Unreal Engine, navigate the 3D viewport, create materials and worlds, sculpt landscapes, paint foliage, program in Unreal using Blueprints, and end with creating a photorealistic world in real time.

Check out the Unreal Masterclas:
https://www.unrealmasterclass.com

Downloadable Assets to Follow the Tutorial:
https://www.unrealsensei.com/ue5beginner

Watch the sequel to dive deeper into Blueprints!
https://youtu.be/1XjgLKrb4_M

Follow on Twitter!
https://twitter.com/unrealsensei

Instagram: http://instagram.com/unrealsensei

Chapters:
0:00 - Intro
1:33 - Download and Create a Project
4:26 - User Interface
11:55 - Movement
14:35 - Viewport Settings
17:31 - Moving and Creating Objects
27:11 - Post Process and Camera Exposure
35:47 - Intro to Materials
47:08 - PBR Explained
54:37 - Textures
1:02:31 - Material Parameters and Instances
1:09:01 - Create a Master Material
1:14:43 - Import/Create a Static Mesh
1:23:23 - Move Assets Between Projects
1:26:33 - Lighting with Lumen!
1:32:49 - Types of Lights
1:41:19 - Archviz Lighting Lumen
1:46:36 - Archviz Lighting Baked
1:56:11 - Landscape Tool
2:03:48 - Landscape Material
2:13:32 - Megascan
2:23:19 - Foliage Tool
2:36:25 - Nanite!!!
2:45:40 - Create a Game with Blueprints
3:20:03 - Castle Intro
3:27:00 - Auto Landscape Material
3:37:25 - Large Details
3:46:52- Water
3:57:45 - Cliffs
4:05:25 - Trees
4:34:55 - Modular Castle
4:53:30 - Small Details
4:58:31 - Outro

5. Wrap-up

We introduced recommended courses for Unreal Engine. If you are interested in learning other related courses, please refer to the following.

Unity
ChatGPT
Git
Unity
ChatGPT
Git

If you want to further explore and learn after taking one of the courses we introduced today, we recommend visiting the official website or community site.

If you want to stay up-to-date on the latest information, we suggest following the official Twitter account.

Furthermore, We highly recommend utilizing General AI such as ChatGPT as a study aid. This can enable more effective learning, so please give it a try.

We hope you found our website and article helpful. Thank you for visiting.

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