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Unreal Engine 5 C++: Make Your Own Action Combat Game

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Published 8/2024
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 13.08 GB | Duration: 15h 28m

Master Dynamic Combat, AI Challenges, and C++ Techniques to Create Your Own Epic Action Games in UE5

What you’ll learn
Build action-packed combat systems with Unreal Engine 5 and C++.
Master dynamic animations to make your characters fight like pros.
Create enemy AI that’s relentless and keeps players on their toes.
Develop scalable stat systems using maps and enums.
Get hands-on with advanced C++ coding, writing over a thousand lines.
Navigate Unreal’s docs to find exactly what you need, fast.
Learn to use interfaces and design patterns like the observer pattern.
Debug like a boss to prevent memory leaks and keep your game smooth.

Requirements
To get the most from this course, you’ll have a solid foundation of C++ concepts, such as variables, conditional statements, classes, and methods.

Description
Ready to create third-person melee combat moments like your favourite AAA brawler games, and take your C++ skills to a new level in UE5?Even if you’re not a combat designer, this course is an awesome way to power-up your game dev toolkit. We’ll kick things off by coding a component for locking onto enemies, so you don’t have to keep messing with the camera. Focus on the fight, not the fiddling!Next up, we’re diving into player combat. Learn how to make your game feel dynamic by cycling through multiple attack animations. Your characters won’t just fight—they’ll perform.And what’s combat without a killer stat system? You’ll build a scalable stat system using maps and enums. This makes sure your game can grow without turning into a tangled mess of code. It’s all about writing clean, scalable code that lasts.The enemies in your game won’t just stand there—they’ll be fierce! You’ll code an enemy AI that throws fireballs, charges at players, and keeps them on their toes. Your battles will be tough and thrilling, just like in the best action games.This course isn’t like most others. We’re using C++ to write 90% of the game’s logic. Get ready to write over a thousand lines of code and pick up loads of new C++ tricks.That’s a game-changer for anyone wanting to master Unreal Engine 5. You’ll learn to use interfaces and design patterns like the observer pattern to make your game smart and efficient.By the end, you’ll know how to build a game using advanced C++ skills and make it run smoothly. You’ll get confident with Unreal’s documentation, debug like a pro, and keep your code nice and tidy with best practices.Got the basics of C++ down? Awesome! If you know your variables, conditional statements, classes, and methods, you’re ready to roll. This course will take you from basics to building a full-on action combat game. Avoid the nightmare of messy codebases and learn to do things right from the start.So, what are you waiting for? Jump in, start coding, and let’s create something epic together (pun intended!).

Overview
Section 1: Introduction & Setup

Lecture 1 Accessing Our Projects

Lecture 2 Community & Support

Lecture 3 Installing Unreal and Visual Studio

Lecture 4 Starting a New Project

Lecture 5 Check Out the Book

Section 2: Character Movement

Lecture 6 Section Intro – Character Movement

Lecture 7 Importing the Player and Enemy Models

Lecture 8 Adding Animation Blueprints

Lecture 9 Adding Animation Blendspaces

Lecture 10 Playing Animation Blendspaces

Lecture 11 Creating a C++ Anim Instance Class

Lecture 12 Unreal Properties

Lecture 13 Converting Nodes Into Functions

Lecture 14 Function Specifiers

Section 3: Lockon System

Lecture 15 Section Intro – Lockon System

Lecture 16 Debugging File Updates

Lecture 17 Creating an Actor Component Class

Lecture 18 Adding Input Actions

Lecture 19 Understanding Tracing and Channels

Lecture 20 Performing Traces With C++

Lecture 21 Locking the Camera and Player

Lecture 22 Rotating the Player Toward the Target

Lecture 23 Adjusting the Camera

Lecture 24 Ending the Lockon

Lecture 25 Breaking the Lockon

Lecture 26 Adding a Target Widget

Lecture 27 Adding Interfaces

Lecture 28 Validating Interfaces

Lecture 29 Implementing Interface Functions

Lecture 30 Combat Locomotion

Lecture 31 Observer Pattern

Lecture 32 Calculating the Player’s Direction

Lecture 33 Lockon Section Cleanup

Section 4: Player Combat

Lecture 34 Section Intro – Player Combat

Lecture 35 Grabbing Socket Locations and Rotations

Lecture 36 Adding Tracing to Our Weapon

Lecture 37 Drawing Debug Shapes

Lecture 38 Storing Animation Montages

Lecture 39 Playing Combo Attacks

Lecture 40 Animation Notifications

Lecture 41 Enabling Root Animations

Lecture 42 Overriding Virtual Functions

Lecture 43 Applying Damage to Opponents

Lecture 44 Ignoring Targets

Lecture 45 Animation Notify States

Section 5: Stats

Lecture 46 Section Intro – Stats

Lecture 47 Creating Maps

Lecture 48 Defining Enums

Lecture 49 Instantiating Components

Lecture 50 Reducing Character Health

Lecture 51 Reducing Stamina

Lecture 52 Checking for Stamina

Lecture 53 Adding Sprinting

Lecture 54 Draining Stamina

Lecture 55 Stamina Regeneration

Lecture 56 Adding a Regeneration Delay

Section 6: Enemy Behaviour

Lecture 57 Section Intro – Enemy Behavior

Lecture 58 Starting the Boss Animation

Lecture 59 Pawn Sensing

Lecture 60 Running a Behavior Tree

Lecture 61 Blackboard Decorator

Lecture 62 Setting and Getting Blackboard Keys

Lecture 63 Creating Behavior Tasks

Lecture 64 Playing the Ranged Attack Animation

Lecture 65 Creating a Projectile Actor

Lecture 66 Spawning the Projectile

Lecture 67 Rotating the Projectile

Lecture 68 Rotation Interpolation

Lecture 69 Rotating With Anim Notify States

Lecture 70 Collision Overlap Event

Lecture 71 Changing Particle System Templates

Lecture 72 Setting Timers

Lecture 73 Disabling Collision

Lecture 74 Applying Damage to Players

Lecture 75 Generating Random Values

Lecture 76 Switching to the Charge State

Lecture 77 Animations With State Machines

Lecture 78 Playing the Charge Animation

Lecture 79 Overriding the TickTask Function

Lecture 80 AI Move Requests

Lecture 81 Binding a Function to an Event

Lecture 82 Boosting the Character’s Speed

Lecture 83 Finishing Latent Tasks

Lecture 84 Unreal Structures

Lecture 85 Refactoring the Trace Component

Lecture 86 Supporting Damage on the Enemy

Lecture 87 Creating Behavior Tree Services

Lecture 88 Aborting a Task

Lecture 89 Switching to the Melee State

Lecture 90 Actor Move Requests

Lecture 91 Finishing the Melee Task

Lecture 92 Selecting Random Attacks

Lecture 93 Grabbing the Animation Duration

Lecture 94 Switching to the Range Attack

Lecture 95 Finishing Touches

Lecture 96 Creating a Melee Range Stat

Section 7: Game Interface

Lecture 97 Section Intro – Game Interface

Lecture 98 Designing the Player UI

Lecture 99 Pure Blueprint Functions

Lecture 100 Updating the UI With Events

Lecture 101 Fixing the Enemy’s Target Reset

Lecture 102 Designing the Enemy UI

Lecture 103 Finishing the Enemy UI

Lecture 104 Widget Animations

Lecture 105 Playing Widget Animations

Section 8: Finishing Touches

Lecture 106 Section Intro – Finishing Touches

Lecture 107 Disabling Player Input

Lecture 108 Subscribing to Events With C++

Lecture 109 Stopping AI Brain Logic

Lecture 110 Destroying Widgets

Lecture 111 Ending the Lock on Behavior

Lecture 112 Cached Poses and Blending Bones

Lecture 113 Playing the Block Animation

Lecture 114 Using Dot Products

Lecture 115 Hit Animations

Lecture 116 Rotating on an Axis

Lecture 117 Ignoring Damage

Lecture 118 Spawning Emitters

Lecture 119 Fixing the Player Attack Reset

Lecture 120 Camera Shake

Lecture 121 Adding a New Map

Section 9: Course Wrapup

Lecture 122 Outro

Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way!,Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases.,Ideal if you have a solid grasp of C++ concepts but are new to game development.


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