Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game.
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.
We cover the various resources and ways to get help for this course, as well as the Druid Mechanics Discord community, a place where you can get to know other students and discuss issues related to this course!
We install the Epic Games Launcher and the latest version of Unreal Engine 5
We look at the Level Editor Viewport and learn how to maneuver throughout the world
We learn how to look at our world in different ways
We learn how to select and manipulate objects in our world
We learn about the Outliner, Details, Content Browser, and Place Actors Panels in the Level Editor
We are challenged to test what we've learned in this section and share it with the community!
We enable Quixel Bridge to access countless free megascans to build a realistic world
We discuss the new Open World feature in Unreal Engine 5 and how it works
We learn about the different types of objects associated with a scene's lighting and atmosphere
We create a landscape and learn how to shape and sculpt it
We learn how to combine multiple surfaces into a single Landscape Material and switch between layers
We paint our landscape using the various layers in our Landscape Material
We learn how to paint foliage onto our landscape
We add more foliage and paint bushes, shrubs and even trees onto the landscape
We create a Post Process Volume to fine-tune the appearance of our scene
We add the finishing touches to the forest, including more grass and rocks, sticks and branches
We learn how to pack geometry into small levels and instance them into the scene
We add mountains and use groups of rocks to create Packed Level Actors
We learn how to instance entire levels and bring in a dungeon from the marketplace into our world
We are challenged to place bookmarks and take high-resolution screenshots of our levels and share them with the community!
We discuss how locations in space can be represented by coordinates
We discuss the mathematical definition of the vector
We look at some game-related examples of vectors
We discuss basic vector operations such as multiplication by a scalar, vector addition, and vector subtraction
We work out some game-related vector operation examples
We learn how to mathematically calculate the length, or magnitude, of a vector
We learn how the formula for a vector's magnitude can be extended to 3 dimensions and work an example
We learn that it's sometimes useful to have vectors with a length of 1, and that these are called normalized vectors
We learn about Yaw, Pitch, and Roll, and how these are rotational values for an object stored in a mathematical construct known as a Rotator
We are challenged to think of a situation where we would need vector operations in game development
We discuss compatible IDEs for Unreal Engine and which one I recommend
We install and set up Visual Studio 2022 and configure it properly for Unreal Engine.
We go over the most important concepts from C++ that we will be taking advantage of in Unreal Engine 5
Unreal Engine uses the concepts of Reflection and Garbage Collection. We learn what those things are and how they work in Unreal Engine
We are challenged to explain a difficult concept from C++ in our own words
We create our first Unreal Engine C++ class and take a look at what it starts out with
We create a Blueprint based on our first Actor
We learn how to print debug messages to the screen from C++
We learn how strings can be formatted using the FString::Printf function
We learn how to draw debug spheres in Blueprint and C++
We learn how to draw debug lines
We learn how to draw debug points
We create a custom header file for our debug macros
We are challenged to look into the other debug functions and see how they work
We learn how to set the location of an Actor in Blueprint and C++
We learn how to set the rotation of an Actor in Blueprint and C++
We learn how to add an offset to our Actor so we can move it with code
We learn the basics of trigonometry and the relationship of the sine function to angles and triangles
We apply the sine function to our Actor to make it rise and sink
We learn about the UPROPERTY macro and specifiers that allow us to expose variables to Blueprint
We learn how to expose variables to the event graph but prevent them from being edited
We now learn how we can expose variables to the Blueprint Event Graph so they can be changed at runtime
We learn about the UFUNCTION macro and how to expose functions and make our sine function callable in Blueprint
We learn about template functions and create one of our own
We learn how to add components to an Actor Blueprint and reassign the Root component
We learn about Default Objects for classes and components and we create a component in C++
We are challenged to make our Item rotate
We create a Bird class based on Pawn
We add a Capsule Component to our Bird class
We learn the importance of forward declaration and what happens when we don't use it
We learn how Skeletal Mesh Components have a Skeleton asset and that they can be animated
We will be converting the project to use Enhanced Input! Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
We learn about Unreal Engine's input system and assign Axis Mappings to keyboard input
Please watch the following lecture first, then watch the Enhanced Input lectures outlined in this article.
We learn how to bind callback functions to our input Axis Mappings
We add Camera and Spring Arm Components to our Bird and about the capabilities of the Spring Arm
We learn about how to add input to the Controller to rotate it and let our Pawn follow its rotation
We learn how to specify which Pawn is used by the Game Mode
We are challenged to fly our Bird throughout our Open World map and take some high resolution screenshots!
We create our first Character class based on ACharacter
We set up movement functions for input
We add the Camera and Spring Arm Components to our Character class
We learn about the Rotation Matrix, a tool we can use to get the forward direction of our Controller
We use the Rotation Matrix in code to get our Controller's forward direction
We use the Groom Component to give Echo hair and eyebrows!
We learn how to change the color of the hair in our Groom Components
We are challenged to customize Echo's hair to our liking, and see if we can find anything else we can customize
We create an Animation Blueprint to drive Echo's poses based on gameplay
We create the C++ class for our Animation Blueprint to be derived from
We implement jumping for Echo
We add jumping animations to our Animation Blueprint
We learn how to use Inverse Kinematics to place Echo's feet correctly when standing on a slope
We are given the challenge to rotate Echo's feet when standing on a slope
We learn about the Collision Presets for components and how they control interactions between components
We learn how to implement Overlap Events in Blueprint before moving into C++
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