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Developing a C++ Gameplay Framework with Tom Looman - Inside Unreal

Offered By: Unreal Engine via YouTube

Tags

Unreal Engine Courses Data Management Courses Asset Management Courses

Course Description

Overview

Dive into a comprehensive 2.5-hour tutorial on developing a C++ gameplay framework for Unreal Engine, led by expert developer Tom Looman. Explore advanced techniques for creating robust gameplay systems, including action systems, attribute management, and utility AI. Learn how to implement open-source projects, optimize workflows with tools like Rider, and leverage Unreal Engine's property system for efficient C++ implementations. Gain insights into asset management, custom blackboard systems, and event-based programming. Through practical demonstrations using projects like Action Roguelike and WARPSQUAD, master the art of creating flexible and scalable gameplay frameworks. Benefit from multiple Q&A sessions addressing specific development challenges and best practices in game development with Unreal Engine and C++.

Syllabus

- News & Community
- Guest introduction
- Demo start Action Roguelike Action System
- Open-source project
- WARPSQUAD Walkthrough & some "Actions"
- Simple Compact node trick
- A reason to use Rider w/ UnrealLink/RiderLink
- Attribute System Health, Mana, Strength, MoveSpeed, etc.
- Example of modifying Attributes with "Buffs" ActionEffect
- A Deeper look at FRuntimeFloatCurve
- ApplyAttributeChange & C++ Implementation using Unreal Property System
- Passing Events into C++ Functions for Event-based Systems
First Q&A Section
- Extending GameplayTagContainer FGameplayTagCountContainer
- DataAssets & Asset Management AssetBundles, Soft References & Achievement System Example
- A brief walkthrough of "Subsystems"
- "Loottables" as used with GameplayTags
- Second Q&A Section
- Custom Blackboard System & Utility AI basics
- A deeper dive into Utility AI
- Third Q&A Section


Taught by

Unreal Engine

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