YoVDO

Unreal Engine 4 C++ The Ultimate Shooter Course

Offered By: Udemy

Tags

Unreal Engine Courses Game Development Courses Animation Courses Special Effects Courses Gameplay Mechanics Courses

Course Description

Overview

Master Unreal Engine 4 by Creating a Complete Shooter Game!

What you'll learn:
  • Learn Unreal Engine game development by creating a complete shooter game.
  • Get in-depth experience with Unreal Engine Animation, Materials, Special Effects, and gameplay!
  • Learn Unreal Engine's code base.
  • Learn how to use Unreal Engine 4 to create an action-based shooter game!

Please note that this course in done in Unreal Engine 4 and not in Unreal Engine 5.


This is the most comprehensive Unreal Engine tutorial series on the internet. You will create a shooter game complete with AAAquality gameplay mechanics. Learn the theory behind the gameplay mechanics of shooter games, then implement them in this beautiful game project. Topics covered are:

  • Character creation and movement

  • Input for PC and console controllers

  • Extensive use of Animation Blueprints (and Anim Instances, their C++parents)

  • 1D and 2DBlendspaces

  • Strafing

  • Turn-in-place

  • Aim Offsets

  • Inverse Kinematics

  • Animation Curves

  • Character lean when running

  • Crouching (with dynamic capsule resizing)

  • Turn hips while running

  • Weapon fire with recoil animations

  • Reloading

  • Weapon blast and impact particles

  • Weapon beam particles (smoke trails)

  • Bullet shell eject particles

  • 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)

  • Attach and equip different weapons (pistols, submachine guns, assault rifles)

  • Automatic and semi-automatic gunfire

  • Move different gun parts (the clip/magazine, and pistol slide) during animations

  • Camera zoom while aiming

  • Dynamic crosshairs that spread in reaction to:

    • Character speed

    • Weapon fire

    • Aiming

    • Jumping

  • Different crosshairs per weapon

  • Widget components, showing:

    • Item names

    • Item types

    • Ammo counts

    • Item rarity

  • HUD animations

  • Full item inventory system

  • Data tables, in Blueprints and C++

  • Curves to control:

    • Item movement during pickup

    • Color and brightness pulse for material effects

  • Material creation, including:

    • Post-process materials

    • Dynamic material instances

    • Setting material properties from C++

    • Driving material properties with curves

    • Material functions

    • Blending materials together

    • Outline effects

    • Glow/pulse effects

  • Retargeting animations

  • Retargeting whole Animation Blueprints

  • Numerous gameplay algorithms

  • Use of data structures, including:

    • structs

    • enums

    • arrays

    • maps

    • and more

  • Animation montages

  • Anim Notifies for sounds, weapon trails, and custom notifies

  • Sync markers for footsteps and sync groups

  • The course comes with a huge amount of assets, including:

    • Sounds

    • Textures

    • Particle effects

    • Meshes

  • Delegates

  • Interfaces

  • Dynamic footsteps that spawn different sounds and particle systems depending on the surface type

  • Physical materials and surface types

  • Niagra particle systems

  • Line traces

  • Enemy AI

  • Behavior Trees and Blackboard Components

  • Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed

  • Headshot damage, with:

    • Higher damage for headshots

    • Number widgets that pop up and animate with bullet hits

    • Different colored numbers for headshots

  • Character and enemy health bars

  • Enemy patrol, agro, chase and attack player

  • Death mechanics

  • Stun mechanics

  • Melee attacks with melee weapon trails

  • Explosives that cause damage and death

  • Level prototyping

  • Creating full levels based on our prototypes using professional assets

  • Light baking

  • Post-process effects


Taught by

Stephen Ulibarri

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