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Unreal Engine 5 Survival Framework – Multiplayer Game Dev

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Published 3/2025
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 48.58 GB | Duration: 31h 54m

Build a multiplayer survival framework using Blueprints, networking, and modular design in Unreal Engine 5.

What you’ll learn
Game Architecture & Setup – Learn how to properly structure a multiplayer survival game, from initial project setup to core gameplay mechanics.
Blueprint Visual Scripting – Master Unreal Engine’s powerful visual scripting system, including functions, macros, interfaces, and variables.
Multiplayer & Networking – Implement multiplayer features using Unreal Engine’s networking system, ensuring seamless online gameplay.
Game Optimization & Performance – Improve game efficiency by optimizing Blueprints, assets, and networking components.
Quizzes – Test your knowledge with engaging quizzes.
Comprehensive Gameplay Systems – Implement crucial features like
Locomotion & Movement – Smooth player movement and navigation.
Footstep System – Dynamic sound effects based on terrain.
Menu & UI – Create intuitive interfaces for seamless user experience.
Interaction System – Implement mechanics for object interaction.
Replication Subsystem – Ensure smooth multiplayer synchronization.
Survival Mechanics & Progression – Develop essential survival game features
Attribute Manager – Manage player stats like health, stamina, and hunger.
Respawn System – Handle player deaths and respawning mechanics.
Inventory System – Implement an organized inventory for item management.
Crafting & Equipment – Build crafting mechanics and equipable gear.
Building System – Allow players to construct structures in the world.
Combat & AI – Enhance your survival game with
Combat Framework – Develop engaging combat mechanics.
Ragdoll System – Add realistic physics-based character reactions.
Basic AI – Create intelligent NPC behaviors for immersive gameplay.
Environmental Interaction & Gameplay Depth – Add engaging world interactions
Choppable Trees – Implement resource gathering through environmental destruction.

Requirements
Able to listen and read in English
A PC that can run UE5
It is assumed that you have a basic understanding of Unreal Engine 5 and programming experience. If not, please check out the UE5 Basics Course.

Description
Master Multiplayer Survival Game Development in Unreal Engine 5Do you want to create your own multiplayer survival game? This course will guide you through every step of the process, from designing the game structure to implementing complex mechanics using Unreal Engine 5’s Blueprint system. Whether you’re a beginner or an experienced developer looking to enhance your skills, this course will provide you with the knowledge and tools to build a fully functional multiplayer survival game.What You’ll LearnGame Architecture & Setup – Learn how to properly structure a multiplayer survival game, from initial project setup to core gameplay mechanics.Blueprint Visual Scripting – Master Unreal Engine’s powerful visual scripting system, including functions, macros, interfaces, and variables.Multiplayer & Networking – Implement multiplayer features using Unreal Engine’s networking system, ensuring seamless online gameplay.Game Optimization & Performance – Improve game efficiency by optimizing Blueprints, assets, and networking components.Quizzes – Test your knowledge with engaging quizzes.Comprehensive Gameplay Systems – Implement crucial features like:Locomotion & Movement – Smooth player movement and navigation.Footstep System – Dynamic sound effects based on terrain.Menu & UI – Create intuitive interfaces for seamless user experience.Interaction System – Implement mechanics for object interaction.Replication Subsystem – Ensure smooth multiplayer synchronization.Survival Mechanics & Progression – Develop essential survival game features:Attribute Manager – Manage player stats like health, stamina, and hunger.Respawn System – Handle player deaths and respawning mechanics.Inventory System – Implement an organized inventory for item management.Crafting & Equipment – Build crafting mechanics and equipable gear.Building System – Allow players to construct structures in the world.Combat & AI – Enhance your survival game with:Combat Framework – Develop engaging combat mechanics.Ragdoll System – Add realistic physics-based character reactions.Basic AI – Create intelligent NPC behaviors for immersive gameplay.Environmental Interaction & Gameplay Depth – Add engaging world interactions:Choppable Trees – Implement resource gathering through environmental destruction.By covering all these essential survival game elements, you’ll gain the skills to create a fully functional multiplayer survival experience in Unreal Engine 5.Why Take This Course?Best Modular Approach – Learn how to develop a structured, modular survival game that allows for easy expansion and flexibility. Build only the components you need for an efficient development process.High-Quality, Organized Code – Avoid spaghetti code. This course emphasizes well-structured, clear Blueprints and a segmented approach to game development, making it easy to manage and scale.Proven Track Record – Built upon industry best practices, the techniques taught in this course reflect a reliable and adaptable development approach used by professionals.Robust & Reliable Systems – Gain insights into designing game mechanics with flexibility, maintainability, scalability, compatibility, usability, and performance in mind.Hands-On Learning with Real-World Applications – Apply everything you learn directly to a real multiplayer survival game project.This course is designed to be accessible yet in-depth, making it ideal for both newcomers and those looking to refine their Unreal Engine skills. By the end of this course, you will have a strong, modular, and scalable foundation for your multiplayer survival game, ready to expand and refine.Join now and start building your own multiplayer survival game today!Greetings,Eric RutsCompany Lead of Games by Hyper

Overview
Section 1: Getting Started

Lecture 1 Introduction – Scope

Lecture 2 Introduction – Course Outline

Lecture 3 Introduction – Example Project

Lecture 4 Introduction – Who am I

Section 2: Architecture

Lecture 5 Intro

Lecture 6 Systems

Lecture 7 Data flow

Lecture 8 Abstract Classes and Dynamic Dispatching – Intro

Lecture 9 Abstract Classes and Dynamic Dispatching – Use of Macros to access Abstract Comp

Lecture 10 Abstract Classes and Dynamic Dispatching – Generic Explanation

Lecture 11 Abstract Classes and Dynamic Dispatching – Use of Macros to access Abstract Comp

Section 3: Project Setup

Lecture 12 Intro

Lecture 13 Create Project

Lecture 14 Settings – Engine Settings

Lecture 15 Settings – Project Settings

Lecture 16 Settings – Plugins

Lecture 17 Settings – Refresh All Nodes

Lecture 18 Custom Classes

Section 4: Map

Lecture 19 Intro

Lecture 20 Intro – Result of this chapter

Lecture 21 Landscape – Add Landscape

Lecture 22 Landscape – Heightmap Generators

Lecture 23 Landscape – Importing Heightmap

Lecture 24 Landscape – Centering the map

Lecture 25 Auto Landscape Material – Intro

Lecture 26 Auto Landscape Material – Folders

Lecture 27 Auto Landscape Material – Slope Mask

Lecture 28 Auto Landscape Material – BlendOnHeight

Lecture 29 Auto Landscape Material – Macro Variation

Lecture 30 Auto Landscape Material – Material Master

Lecture 31 Auto Landscape Material – Getting Meshes and Materials

Lecture 32 Auto Landscape Material – Finalizing Landscape Master Material

Lecture 33 Auto Landscape Material – Adding Grass Foliage

Lecture 34 Auto Landscape Material – Outro

Lecture 35 Ambiance – Post process Lightning Fog Clouds Skylight

Lecture 36 Water – Adding Water Volume

Lecture 37 Example Assets – Sources

Lecture 38 Example Assets – Placing Assets

Lecture 39 Example Assets – Background Sound

Section 5: Locomotion

Lecture 40 Intro

Lecture 41 Intro – Result of this chapter

Lecture 42 Character – Importing Custom Character

Lecture 43 Character – Drive Animation of Default UE Character

Lecture 44 Extended Movement Component – Intro

Lecture 45 Extended Movement Component – Creating Input Mappings and Input Actions

Lecture 46 Extended Movement Component – Creating the InputMapping function and Actor Compo

Lecture 47 Extended Movement Component – Adding Disable Movement Boolean

Lecture 48 Extended Movement Component – Montages and Animation Sequences

Lecture 49 Sources – Mixamo Lyra and More

Section 6: Dynamic Footstep System

Lecture 50 Intro

Lecture 51 Intro – Result of this chapter

Lecture 52 Preparations – Physical Surfaces

Lecture 53 Preparations – Sounds

Lecture 54 Animation Notify

Lecture 55 Footstep Component – Preparing Footstep Component

Lecture 56 Footstep Component – Trace function

Lecture 57 Footstep Component – Spawn Sound

Lecture 58 Landscape Physical Material Output

Section 7: Menu

Lecture 59 Intro

Lecture 60 Intro – Result of this chapter

Lecture 61 Preparations – Plugin and UI Files

Lecture 62 Preparations – Button and Text Styles

Lecture 63 Preparations – Menu Map and adding UI

Lecture 64 Preparations – Open In-Game Menu

Lecture 65 Reuseable Widgets – Buttons

Lecture 66 Reuseable Widgets – Confirm Dialogue

Lecture 67 Main Menu – Setting Widget

Lecture 68 Main Menu – Options

Lecture 69 Main Menu – Main Menu Widget

Lecture 70 Main Menu – In-Game Menu Widget

Section 8: Replication Subsystem

Lecture 71 Intro

Lecture 72 Intro – Result of this chapter

Lecture 73 Replication Component – Animation

Lecture 74 Replication Component – Sound

Section 9: Interaction System

Lecture 75 Intro

Lecture 76 Intro – Result of this chapter

Lecture 77 Preparations – Creating the Components

Lecture 78 Preparations – Custom Collision Channel

Lecture 79 Preparations – Interact Interface

Lecture 80 Preparations – Example Interaction Objects

Lecture 81 Preparation – Interaction Input Mapping

Lecture 82 Interaction Component – Interaction Trace

Lecture 83 Interaction Component – Interaction Trace Function

Lecture 84 Interaction Component – Turning on Off Lights

Lecture 85 Interaction Component – Try Interact Function and finishing up

Section 10: Attribute Manager

Lecture 86 Intro

Lecture 87 Intro – Result of this chapter

Lecture 88 Preparations – Creating Attribute Components and set Variables

Lecture 89 Preparations – Component Macro

Lecture 90 UI – Progressbar

Lecture 91 UI – Progressbars in HUD

Lecture 92 UI – Bind Values from component to UI

Lecture 93 Update Non Persistent Attributes – Change by Amount

Lecture 94 Update Non Persistent Attributes – On Change Health Hydration and Food

Lecture 95 Update Non Persistent Attributes – On Damage

Lecture 96 Update Non Persistent Attributes – Update on Timer

Section 11: Ragdoll System

Lecture 97 Intro

Lecture 98 Intro – Result of this chapter

Lecture 99 Preparations – Creating Components and set Variables

Lecture 100 Ragdolling – Set to Ragdoll

Lecture 101 Ragdolling – On Die Ragdoll

Section 12: Respawn

Lecture 102 Intro

Lecture 103 Intro – Result of this chapter

Lecture 104 Preparations – Creating Components

Lecture 105 Implementation – Respawn Location

Lecture 106 Implementation – Respawn Handler

Lecture 107 Implementation – Reinitialize

Lecture 108 Implementation – Respawn Basic and testing

Section 13: Inventory

Lecture 109 Intro

Lecture 110 Intro – Result of this chapter

Lecture 111 Architecture – UI

Lecture 112 Architecture – Datamodel

Lecture 113 Architecture – Functions

Lecture 114 Preparations – Components and Macros

Lecture 115 Preparations – Datamodel

Lecture 116 Preparations – Get Item Info from Inventory Slot

Lecture 117 Preparations – Filling in the datatable

Lecture 118 Pickup Master – Creating and implementing Pickup Master

Lecture 119 UI – Preparations

Lecture 120 UI – Inventory Panel

Lecture 121 UI – Inventory Slot

Lecture 122 UI – Adding slots to Inventory Grid and initialize

Lecture 123 Inventory Functions – Intro

Lecture 124 Inventory Functions – Try Add Item to Inventory Automatically

Lecture 125 Inventory Functions – Drag and Drop – Move item to slot index

Lecture 126 Inventory Functions – Update UI

Lecture 127 Inventory Functions – Inventory Action – Consume

Lecture 128 Inventory Functions – Inventory Action – Drop

Lecture 129 Inventory Functions – Inventory Replication

Lecture 130 Interact Location – Storage Chest Preparation

Lecture 131 Interact Location – Storage Chest UI

Lecture 132 Interact Location – Closing UI and testing replication

Lecture 133 Outro – Recap

Section 14: Crafting

Lecture 134 Intro

Lecture 135 Intro – Result of this chapter

Lecture 136 Architecture

Lecture 137 Preparations – Components Macros and Datamodel

Lecture 138 UI – Crafting Panel List and Recipe Slot

Lecture 139 UI – Generating Crafting Recipe Slots

Lecture 140 UI – Crafting Progressbar

Lecture 141 Functions – Crafting Base Logic

Lecture 142 Functions – Whole array of items can be found in inventory

Lecture 143 Functions – Remove items automatically

Lecture 144 Functions – Debugging

Lecture 145 Replication – Set variables to replicate

Lecture 146 Recap

Section 15: Equipment

Lecture 147 Intro

Lecture 148 Intro – Result of this chapter

Lecture 149 Architecture – Datamodel and functions

Lecture 150 Preparations – Components and Macros

Lecture 151 Preparations – Datamodel

Lecture 152 UI – Equipment Slot

Lecture 153 Equipment Functions – Get Equipment info from inventory slot

Lecture 154 Equipment Functions – Equip

Lecture 155 Equipment Functions – Equip Visually

Lecture 156 Equipment Functions – Unequip

Lecture 157 Equipment Functions – Excecute Action on Equipment

Lecture 158 Equipment Functions – Equip on drop Equipment slot

Lecture 159 Replication

Section 16: Combat

Lecture 160 Intro

Lecture 161 Intro – Result of this chapter

Lecture 162 Architecture

Lecture 163 Architecture – Components and Macros

Lecture 164 Combat Functions – Melee Animation

Lecture 165 Combat Functions – Anim Notify

Lecture 166 Combat Functions – Try Apply Melee Damage

Section 17: Treecutting

Lecture 167 Intro

Lecture 168 Intro – Result of this chapter

Lecture 169 Architecture – Setting up and introduction

Lecture 170 Treecutting Functions – Material Offset Mask

Lecture 171 Treecutting Functions – Initialization

Lecture 172 Treecutting Functions – On Damage apply mask

Lecture 173 Treecutting Functions – Process Hit – Apply Hit and Adapt Mask

Lecture 174 Treecutting Functions – Process Hit – Split Tree

Lecture 175 Finishing Up – Mask adaption Placement in the world and Replication

Lecture 176 Finishing Up – Spawn Hit Sounds and Fall Sound

Section 18: Building System

Lecture 177 Intro

Lecture 178 Intro – Result of this chapter

Lecture 179 Architecture – Core Principles

Lecture 180 Architecture – Datamodel

Lecture 181 Architecture – Functions

Lecture 182 Preparations – Components Blueprints and Macros

Lecture 183 Preparations – Datamodel

Lecture 184 Preparations – Filling in Datamodel

Lecture 185 Preparations – Configure Modular Buildables

Lecture 186 Preparations – Craft and Try place buildable

Lecture 187 Building Functions – Start and Stop Buildmode

Lecture 188 Building Functions – Trace Build Location

Lecture 189 Building Functions – Spawn Buildable

Lecture 190 Building Functions – Detect Snapping Points

Lecture 191 Building Functions – Check for Overlap

Lecture 192 Building Functions – Close UI after start buildmode

Lecture 193 Outro

Section 19: Basic AI

Lecture 194 Intro

Lecture 195 Intro – Result of this chapter

Lecture 196 Preparations – Files and ABP

Lecture 197 Preparations – Setting up the AI Architecture – BB BT AIC and Char

Lecture 198 Preparations – Setting Blackboard Values

Lecture 199 Implementation – Creating behaviour tree

Lecture 200 Implementation – Attack and Finishing up

Section 20: Finshing Up

Lecture 201 Extras – Chests Actor Foliage Die in Water Initial Equipment

Intermediates which would like to get a refresher and learn tips and tricks which they probably did not know off.,Aspiring Game Developers,Game developers whom want to understand the core principles of building a survival game framework.

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