Release date:2021, July 20
Author:Stephen Ulibarri
Skill level:Beginner
Language:English
Exercise files:Yes
The course is compatible with any version of Unreal Engine, including Unreal Engine 5!
NOTE: 345+ videos are still in the process of being mastered and uploaded.
This is the most comprehensive Unreal Engine tutorial series on the internet. You will create a shooter game complete with AAA quality gameplay mechanics. Learn the theory behind the gameplay mechanics of shooter games, then implement them in this beautiful game project.
Topics covered are:
1)Character creation and movement
2)Input for PC and console controllers
3)Extensive use of Animation Blueprints (and Anim Instances, their C++ parents)
4)1D and 2D Blendspaces
5)Strafing
6)Turn-in-place
7)Aim Offsets
8)Inverse Kinematics
9)Animation Curves
10)Character lean when running
11)Crouching (with dynamic capsule resizing)
12)Turn hips while running
13)Weapon fire with recoil animations
14)Reloading
15)Weapon blast and impact particles
16)Weapon beam particles (smoke trails)
17)Bullet shell eject particles
18)Sound effects
Blending animations per bone, by bool, and by enum – play one animation with one part of the body (running or crouching) while simultaneously playing another animation with another part of the body (reload, aim, or weapon fire)
1)Attach and equip different weapons (pistols, submachine guns, assault rifles)
2)Automatic and semi-automatic gunfire
3)Move different gun parts (the clip/magazine, and pistol slide) during animations
4)Camera zoom while aiming
5)Dynamic crosshairs that spread in reaction to:
6)Character speed
7)Weapon fire
8)Aiming
9)Jumping
10)Different crosshairs per weapon
11)Widget components, showing:
12)Item names
13)Item types
14)Ammo counts
15)Item rarity
16)HUD animations
17)Full item inventory system
18)Data tables, in Blueprints and C++
19)Curves to control:
20)Item movement during pickup
21)Color and brightness pulse for material effects
22)Material creation, including:
23)Post-process materials
24)Dynamic material instances
25)Setting material properties from C++
26)Driving material properties with curves
27)Material functions
28)Blending materials together
29)Outline effects
30)Glow/pulse effects
31)Retargeting animations
32)Retargeting whole Animation Blueprints
33)Numerous gameplay algorithms
34)Use of data structures, including:
35)structs
35)enums
36)arrays
37)maps
and more
1)Animation montages
2)Anim Notifies for sounds, weapon trails, and custom notifies
3)Sync markers for footsteps and sync groups
4)The course comes with a huge amount of assets, including:
5)Sounds
6)Textures
7)Particle effects
8)Meshes
9)Delegates
10)Interfaces
11)Dynamic footsteps that spawn different sounds and particle systems depending on the surface type
12)Physical materials and surface types
13)Niagra particle systems
14)Line traces
15)Enemy AI
16)Behavior Trees and Blackboard Components
17)Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed
18)Headshot damage, with:
19)Higher damage for headshots
20)Number widgets that pop up and animate with bullet hits
21)Different colored numbers for headshots
22)Character and enemy health bars
23)Enemy patrol, agro, chase and attack player
24)Death mechanics
25)Stun mechanics
26)Melee attacks with melee weapon trails
27)Explosives that cause damage and death
28)Level prototyping
29)Creating full levels based on our prototypes using professional assets
30)Light baking
31)Post-process effects
01 Introduction 001 Introduction 002 Install an IDE 003 Install Unreal Engine 004 C++ Refresher 005 Reflection and Garbage Collection 006 How to Get Help
02 Project Setup 001 Project Setup 002 Character Class 003 UE_LOG Format String – Int 004 UE_LOG Format Specifiers 005 UE_LOG with FString 006 Camera Spring Arm 007 Follow Camera 008 Controllers and Input 009 Move Forward and Right 010 Delta Time 011 Turn at Rate 012 Mouse Turning and Jumping 013 Adding a Mesh
03 Animations 001 The Anim Instance 002 The Animation Blueprint 003 Run Animations 004 Trimming Animations 005 Rotate Character to Movement 006 Fire Weapon Function 007 Shooting Sound Effects 008 Shooting Particles 009 Shooting Animation 010 Blending Shooting Animations 011 Line Tracing for Bullet Hits 012 Impact Particles 013 Beam Particles 014 Socket Offset 015 HUD Class and Crosshairs 016 Directing Rifle Shots 017 Trace from Gun Barrel 018 Refactor Beam End Code 019 Movement Offset Yaw 020 Strafing Blendspace 021 Jog Start Blendspace 022 Jog Stop Blendspace 023 Smoothing Character Movement
04 Aiming and Crosshairs 001 Zooming Field of View 002 Aiming Zoom Interpolation 003 Aiming Pose 004 Aiming State Machine 005 Aim Look Sensitivity 006 Crosshair Spread Velocity 007 Spreading the Crosshairs 008 Crosshair In Air Factor 009 Crosshair Aim Factor 010 Bullet Fire Aim Factor 011 New Level Assets 012 Automatic Fire 013 Jumping Animations
05 The Weapon 001 The Item Class 002 The Weapon Class 003 UMG Intro Lesson 004 PickupWidget Blueprint 005 Finishing the Pickup Widget 006 Add Widget to Weapon 007 Trace for Widget 008 Refactor Trace Under Crosshairs 009 Widget Trace When Close 010 Hide Widget 011 Bind Item Name 012 Bind Item Count 013 Bind Star Opacity 014 Spawn Default Weapon 015 Equip Function 016 Item State Lesson 017 Item State 018 Set Item Properties 019 Detach Weapon 020 Item Falling State 021 Throw Weapon 022 Swap Weapon
06 Item interpolation 001 Item Interping Slide 002 Camera Interp Location 003 Get Pickup Item 004 Item Z Curve 005 Item Interp Variables 006 Interping State Properties 007 Following the Z Curve 008 Interp Item X and Y 009 Interp Rotation 010 Interp Scale
07 Reloading 001 Retargeting Animations 002 Edit Animations in Unreal 003 Ammo 004 Ammo Count Widget 005 Draw Ammo Count to Screen 006 Weapon Ammo in C++ 007 Bind Weapon Ammo in Widget 008 Fixing Barrel Socket Location 009 Improving Weapon Fire Code Lecture 010 Improving Weapon Fire Code 011 Reload Montage 012 Reload Lecture 013 The Weapon Type 014 Reload Continued 015 Update AmmoMap 016 Bind Carried Ammo 017 Bind Weapon Name 018 Move Clip Lecture 019 Grab and Release Clip 020 Weapon Anim BP 021 Moving the Clip 022 Clip Sounds 023 Pickup Sounds
08 Advanced Movement 001 Rotate Root Bone 002 Turn in Place Animations 003 Animation Curves 004 Turn in Place using Curve Values 005 Hip Aim Offset 006 Aiming Aim Offset 007 Lean 008 Lean Blendspace 009 Crouching Setup 010 Crouching Animations 11. Crouching Setup 12. Crouching Animations 13. Crouching AnimBP 14. Crouching Turn Animations 15. Retargeting Anims with Different Skeletons 16. Crouch Turn in Place Anim BP 18. Crouch Recoil Weight 19. Crouch Walking Blendspace 20. Crouch Walking 21. Crouch Movement Speed and Jump 22. Interp Capsule Half Height 24. Tweaking Parameters 25. Aim Walking 26. Reconciling Aiming and Reloading
09. Ammo Pickups 01. Ammo Assets 02. Ammo Class 03. Overriding SetItemProperties 04. Pickup Ammo Function 06. Ammo Widget 07. Ammo Widget Continued 08. Bind Ammo Count 09. Bind Ammo Icon 10. Pickup Ammo on Overlap 11. Interpolation Scene Components 12. Setup Interp Locations 13. Interp to Multiple Locations 15. Limit Pickup and Equip Sounds
10. Outline and Glow Effects 01. Outline Effect Theory 02. Post Process Materials 03. Custom Depth 04. Texel Position and Size 05. Show Interior Pixels 06. Getting the Border 08. Adding the Border to the Scene Color 09. Hide Occluded Pixels 10. Change Outline Thickness 11. Color Tinting Effect 12. Multiple Colors with Custom Depth Stencil 13. Blend Materials with Material Functions 14. Fresnel Effect on Glow Material 16. Material Instances 17. Scrolling Lines Effect 18. Enable Custom Depth in C++ 19. Dynamic Material Instances 20. Enable Glow Material in C++ 21. Show Outline While Interping 22. Curve Vector for Material Parameters 23. Material Pulse when Interping 25. Inventory Slot Widget 26. Inventory Bar Widget 27. Add Button Icons to the Inventory Bar 28. Add Inventory Bar to ShooterHUDOverlay 29. Inventory Array in C++ 30. Binding the Background Icon 31. Binding the Item Icon 32. Binding the Ammo Icon 33. Binding Weapon Ammo Text 34. Set Item State for Picked Up 35. Send Slot Index with a Delegate 36. Play Widget Animation 37. Exchange Inventory Items 38. Disable Trace while Interping 39. Prevent Swapping while Reloading 41. Equip Montage 42. Play Equip Sound when Swapping 43. Swap Pickup Text 44. Swap Animation Limitations 45. Create Icon Animation 46. Create Icon Highlight Delegate 47. Functions to Broadcast Icon Highlight Delegate 48. Calling Highlight and UnHighlight Inventory Slot 49. Assigning the Icon Delegate 51. Data Tables – FTableRowBase 52. Accessing Data Table Rows in C++ 53. Setting Widget Colors from Data Table Values 54. Setting Glow Color from Data Table Value 55. Set Post Process Highlight Color from Data Table
11. Multiple Weapon Types 01. Weapon Data Table 02. Getting Data from Weapon Data Table 03. Assault Rifle Glow Material 04. Set Material Instance and Index with Data Table 05. Adding Barrel Socket to AR 06. FABRIK IK 07. Switch on Weapon Type 08. Disable FABRIK IK when Reloading 09. AR Reload Animation 10. Reload Montage Section in Data Table 11. AR AnimBP 12. Set AnimBP for Weapon from Data Table 13. Different Crosshairs Per Weapon 14. Drawing Crosshairs from Weapon Variables 15. More Weapon Properties in Data Table 16. Use Weapon Properties in FireWeapon 18. Adding Pistol Assets 19. Hide Bone By Name 20. Pistol Icon 21. Pistol Data Table Properties 22. Barrel Socket on the Pistol 23. Pistol Reload Animation 24. Pistol FABRIK IK 25. Pistol Aiming Pose 26. Aiming Pose for Each Weapon 27. Pistol Slide Curve 28. Pistol Slide Timer 29. Update Slide Displacement 30. Transform Pistol Slide Bone 31. Pistol Glow Material 32. Semi Automatic Fire 33. Stop Aiming when Exchanging Weapons
12. Footsteps 01. Download Footsteps Assets 02. Setup Assets for Footsteps 03. Define Physical Surface Types 04. Creating Physical Materials 05. Footstep Sync Markers 06. Custom Anim Notify 07. Adding Notifies to Animations 08. Setting Bone Name for Each Notify 09. Playing Sounds with Anim Notify 10. Line Trace for Physical Surface Type 12. The Grass Surface Type 13. Get Surface Type 14. Implement Footsteps Notify 15. Jumping and Landing Sounds 16. Turing Hips while Running 17. Turn Hips while Running Backwards
13. Multiple Character Meshes 01. Retargeting the Animation Blueprint 02. Setting Up Twin Blast Character Blueprint 03. Tweaking Twin Blast 04. Phase
14. The Enemy Class 01. Retargeting the Animation Blueprint 02. Setting Up Twin Blast Character Blueprint 03. Tweaking Twin Blast 04. Phase
14. The Enemy Class 01. Enemy Assets 02. The Enemy Class 03. Bullet Hit Interface 04. Implementing BulletHit 05. Explosive 07. Damage 08. Head Shot Damage 09. Enemy Health Bar 10. Hide Health Bar 11. Enemy Death Function 12. Enemy Anim Instance 13. EnemyHit Montage 14. Play Montage Sections 15. Hit React Delay 16. Show Hit Numbers 17. Store Hit Number Locations 18. Remove Hit Number 19. Update Hit Number Location 20. Bind Hit Number Text 21. Animate Hit Numbers 22. Head Shots 23. Grux Physics Asset
15. AI and Behavior Trees 01. Unreal Engine AI 02. Adding AI Modules 03. AI Controller 04. Creating a Blackboard and Behavior Tree 05. Patrol Point 06. Move To Task 08. Enemy Run Animation 09. Second Patrol Point 10. Wait Task 11. Agro Sphere 12. Move To Actor 14. Stun Enemy 15. Stunned Blackboard Decorator 16. Selector Node 17. In Attack Range 18. Enemy Attack Montage 19. Get Attack Section Name 20. Custom Behavior Tree Task 22. Weapon Collision Volumes 23. Activate and Deactivate Collision 24. Enemy Damage 25. Character Health Bar 26. Enemy Weapon Attack Sounds 27. Melee Impact Sound 28. Enemy Vocal Attack Sounds 29. Weapon Trails 30. Blood Particles 31. Character Stun State 32. End Stun Anim Notify 33. Stun Character on Hit 34. Limit Enemy Attacks 35. Delay Before Chasing the Player 36. Agro Enemy when Shot 38. Enemy Death Montage 39. Destroy Enemy 40. Polish up Enemy Death 41. Character Death 42. Stop Enemy Attack on Death 43. Retargeting New Montages 44. New Types of Enemies 45. Showcasing Different Grux Enemies
16. Khaimera 01. Adding Khaimera 02. Khaimeras Animation Blueprint 03. Khaimera Attack Montage Notifies 04. Khaimera Death and Hit Montages 05. Khaimera Anim Notifies 06. Finishing Khaimera Anim BP 07. Different Khaimera Skins 08. Explosive Get Overlapping Actors 09. Explosive Agro Enemy 10. Health Pickup
17. Level Creation and Finishing the Game! 01. Level Prototyping Tools 02. Level Prototype – Starting Area 03. Level Prototype – Courtyard 04. Level Prototype – Courtyard 2 05. Level Prototype – Using Paragon Props 06. Ruins Assets – Floor 07. Ruins Assets – Walls 08. Ruins Assets – Walls 2 09. Ruins Assets – Corners 10. Ruins Assets – Levels 11. Ruins Assets – Levels 2 12. Ruins Assets – Levels 3 13. Ruins Assets – Arches 14. Ruins Assets – Arches 2 15. Ruins Assets – Large Stairs 16. Ruins Assets – Boss Room 17. Ruins Assets – Finishing Up the Level 18. Level Design – Enemies 19. Polishing Gameplay 20. Polishing Gameplay 2 21. Prevent Attack when Enemy Dead 22. Sphere Reflection Capture 23. Post Process Effects 24. Esc to Quit 25. Finishing the Game
[Udemy] Unreal Engine C++ The Ultimate Shooter Course (Update 7.2021)_Subtitles.7z [Udemy] Unreal Engine C++ The Ultimate Shooter Course.7z
Shooter.7z.001 Shooter.7z.002 Shooter.7z.003 Shooter.7z.004 Shooter.7z.005 [Udemy] Unreal Engine C++ – The Ultimate Shooter Course.7z [Udemy] Unreal Engine C++ – The Ultimate Shooter Course_Subtitles.7z
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