Release date:2020, December 2
Author:BigCat Niu
Skill level:Beginner
Language:English
Exercise files:Yes
This course will create a Battle Royale type shooter based on a PUBG game.
This course is a complete set of tutorials for the Battle Royale type of game. The features are so huge that they were not shown in the promo video to show all the features. For example, the bullets fired all have a downward effect and reduce the flight speed based on the distance. All features are made as detailed as possible.
About Blueprint
All content in this set of courses is implemented using blueprints. You’ll see a set of blueprint projects with a clear structure and clean nodes, and it’s time to really understand the greatness of blueprints.
If you develop in C++ at work, this won’t stop you from watching my course in the slightest. Because every function in a blueprint can be found in C++, and learning blueprints can still help you with your C++ development.
001. Content introduction 002. Engine Download & Installation 003. Resource Download 004. Create Project 005. Resources 006. Editor interface 007. Play the Game 008. Important Element 009. Gameplay Framework 010. Gameplay framework build 011. Input Settings explained 012. Setting input keys 013. Setting Near Clip Plane 014. Animation BlendSpace explanation 015. Unarmed Standing Moving BlendSpace 016. Unarmed Crouching Moving BlendSpace 017. Unarmed Prone Moving BlendSpace 018. Armed Standing Moving BlendSpace 019. Armed Crouching Moving BlendSpace 020. Armed Prone Moving BlendSpace 021. Armed Standing Aiming Moving BlendSpace 022. Armed Crouching Aiming Moving BlendSpace 023. Parachute BlendSpace 024. AimOffset Explained 025. Unarmed Standing AimOffset 026. Unarmed Crouch AimOffset 027. Armed Standing AimOffset 028. Armed Standing Aiming AimOffset 029. Armed Crouching AimOffset 030. Armed Crouching Aiming AimOffset 031. AnimBlueprint Explained 032. Creating Character state variables 033. State Machine Unarmed 034. State Machine Armed 035. State Machine Armed to Unarmed 036. State Machine Aiming 037. State Machine Skydive 038. State Machine Jump 039. State Machine Death 040. AnimGraph Logic Production 041. AnimGraph Testing 042. Event Graph Creating Variables in Character 043. Event Graph Set direct access variables 044. Event Graph Calculation of relevant variables 045. Event Graph Set AimOffset variables 046. Animation Montage Explained 047. Equip animation montage 048. Take back animation montage 049. Magazine & Bullet Change animation montage 050. Shooting related animation montage 051. Using an Object related animation montage 052. Setting up character default components 053. Create Camera 054. Mouse Control Function 055. Character Movement Basic functionality 056. Character Movement Velocity smoothing 057. Mouse view Free view 058. Mouse view Adapted character movement 059. Pose switch Switching functions 060. Pose switch Switch limit 061. Mouse view Pitch Angle Limit 062. Pose switch Affects camera position 063. Movement speed Different movement speeds 064. Movement speed Posture affects movement 065. Movement speed movement speed test 066. Creating sub-skeletal models 067. Preparation of Datas 068. Replace skeletal models 069. Special logic for bodysuits 070. Skin Mask 071. Default underwear wear 072. Making Weapons DataTable 073. Making Ammo DataTable 074. Making Weapons Accessories DataTable 075. Making Equipment DataTable 076. Making Health DataTables 077. Item Framework explained 078. Item Base class 079. Pickup Base class 080. Weapon Pickup Object 081. Weapon Accessories Pickup Object 082. Ammo Pickup Object 083. Equipment Pickup Object 084. Health Pickup Object 085. Boost Pickup Object 086. Fashion Pickup Object 087. Weapon Skeletal Socket 088. Weapon Accessories Item Object 089. Weapon Item Object Weapon Model 090. Weapon Item Object Update Accessories 091. Weapon Item Object Sound and Particle 092. Ammo Item Object 093. Equipment Item Object 094. Using type Item Object 095. Fashion Item Object 096. Item generation rules 097. Making probability-related data tables 098. Actor Creating the Item Group Actor 099. Random Number 100. Random Item Type 101. Random Item ID 102. Add corresponding ammo 103. Random item generation location 104. Generate item objects 105. Data storage architecture 106. Creating data variables 107. Character change equipment Bone sockets 108. Character change equipment Functionality 109. Character change equipment Updated Display 110. Character change equipment testing 111. Pick Up Items Process explained 112. Pick Up Items Locking ground items 113. Pick Up Weapons Logic Explained 114. Pick Up Weapons Calculate pickup locations 115. Discard Items Create pickup objects 116. Discard Items Discard Weapons 117. Pick Up Weapons Object handling 118. Weapon Switch 119. Pick Up backpack items- Logic 120. Pick Up backpack items- 121. Pick Up backpack items- Ammo 122. Discard Items- Discard backpack items 123. Pick Up Equipment- Logic explained 124. Discard Items- Discard Equipment 125. Pick Up Equipment 126. Pick Up Fashion- Logic Explain Function Making 127. Pick Up Fashion- Pick Up and Discard function 128. Equip Weapon Accessories- Logical Explanation 129. Equip Weapon Accessories- Make 130. Remove Weapon Accessories Make 131. Aiming- Hold down 132. Aiming- First person arm 133. Aiming- Arm position 134. Aiming- Open the sight 135. Aiming- Trigger 136. Aiming- Related limits 137. Aiming- Precision aiming 138. Aiming- Fire 139. Shooting- Firing animation 140. Shooting- Reload 141. Shooting- Magazine speed & 142. Shooting- Change of bullets 143. Shooting- Limits 144. Shooting- Screen shaking principle 145. Shooting- Firing shake 146. Shooting- Aiming offset fix 147. Bullets- Create Bullet Actor 148. Bullets – Initial position _ Not open 149. Bullets- Initial position _Open Sight 150. Bullets Bullet drop 151. Bullets Bullet holes 152. UI Basics 153. Create Inventory UI 154. GoodsItem Widget 155. Show ground item list 156. Backpack item list 157. Backpack capacity bar 158. Equipment Item Widget 159. Equipment area 160. Weapon Item Widget 161. Weapon Area 162. Weapon Accessories Item Widget 163. 3D characters imaging 164. 3D character Synchronized equipment display 165. 3D characters Synchronized fashion display 166. 3D character Synchronized weapon & accessory display 167. Drag and drop Principle and Creation of basic objects 168. Drag and Drop Vicinity⇄ Backpack 169. Drag and Drop Ground⇄ Equipment & Fashion 170. Drag and Drop Ground⇄ Weapon box 171. Drag and Drop Ground & Backpack⇄ Weapon Accessories 172. Crosshairs UI 173. Action Tips UI 174. Message Tips UI 175. User Info UI Build interface 176. Uer Info UI Logic
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