Unreal Engine 4 C++ The Ultimate Shooter Course
Unreal Engine 4 C++ The Ultimate Shooter Course, available at $109.99, has an average rating of 4.71, with 348 lectures, 50 quizzes, based on 1853 reviews, and has 14643 subscribers.
You will learn about 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! This course is ideal for individuals who are Unreal Engine beginners who understand the basics of C++. or Unreal Engine intermediate developers who wish to advance in skill level. or Expert Unreal Engine developers to wish to expand their skillset. or Those who wish to make shooter games. or Anyone who wants to have fun and make games! It is particularly useful for Unreal Engine beginners who understand the basics of C++. or Unreal Engine intermediate developers who wish to advance in skill level. or Expert Unreal Engine developers to wish to expand their skillset. or Those who wish to make shooter games. or Anyone who wants to have fun and make games!.
Enroll now: Unreal Engine 4 C++ The Ultimate Shooter Course
Summary
Title: Unreal Engine 4 C++ The Ultimate Shooter Course
Price: $109.99
Average Rating: 4.71
Number of Lectures: 348
Number of Quizzes: 50
Number of Published Lectures: 347
Number of Published Quizzes: 50
Number of Curriculum Items: 398
Number of Published Curriculum Objects: 397
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will 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!
Who Should Attend
- Unreal Engine beginners who understand the basics of C++.
- Unreal Engine intermediate developers who wish to advance in skill level.
- Expert Unreal Engine developers to wish to expand their skillset.
- Those who wish to make shooter games.
- Anyone who wants to have fun and make games!
Target Audiences
- Unreal Engine beginners who understand the basics of C++.
- Unreal Engine intermediate developers who wish to advance in skill level.
- Expert Unreal Engine developers to wish to expand their skillset.
- Those who wish to make shooter games.
- Anyone who wants to have fun and make games!
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 AAA quality gameplay mechanics. Learn the theory behind the gameplay mechanics of shooter games, then implement them in this beautiful game project. Topics covered are:
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Character creation and movement
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Input for PC and console controllers
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Extensive use of Animation Blueprints (and Anim Instances, their C++ parents)
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1D and 2D Blendspaces
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Strafing
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Turn-in-place
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Aim Offsets
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Inverse Kinematics
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Animation Curves
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Character lean when running
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Crouching (with dynamic capsule resizing)
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Turn hips while running
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Weapon fire with recoil animations
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Reloading
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Weapon blast and impact particles
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Weapon beam particles (smoke trails)
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Bullet shell eject particles
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Sound effects
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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)
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Attach and equip different weapons (pistols, submachine guns, assault rifles)
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Automatic and semi-automatic gunfire
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Move different gun parts (the clip/magazine, and pistol slide) during animations
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Camera zoom while aiming
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Dynamic crosshairs that spread in reaction to:
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Character speed
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Weapon fire
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Aiming
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Jumping
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Different crosshairs per weapon
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Widget components, showing:
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Item names
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Item types
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Ammo counts
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Item rarity
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HUD animations
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Full item inventory system
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Data tables, in Blueprints and C++
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Curves to control:
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Item movement during pickup
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Color and brightness pulse for material effects
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Material creation, including:
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Post-process materials
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Dynamic material instances
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Setting material properties from C++
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Driving material properties with curves
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Material functions
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Blending materials together
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Outline effects
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Glow/pulse effects
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Retargeting animations
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Retargeting whole Animation Blueprints
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Numerous gameplay algorithms
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Use of data structures, including:
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structs
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enums
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arrays
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maps
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and more
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Animation montages
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Anim Notifies for sounds, weapon trails, and custom notifies
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Sync markers for footsteps and sync groups
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The course comes with a huge amount of assets, including:
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Sounds
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Textures
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Particle effects
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Meshes
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Delegates
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Interfaces
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Dynamic footsteps that spawn different sounds and particle systems depending on the surface type
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Physical materials and surface types
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Niagra particle systems
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Line traces
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Enemy AI
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Behavior Trees and Blackboard Components
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Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed
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Headshot damage, with:
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Higher damage for headshots
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Number widgets that pop up and animate with bullet hits
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Different colored numbers for headshots
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Character and enemy health bars
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Enemy patrol, agro, chase and attack player
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Death mechanics
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Stun mechanics
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Melee attacks with melee weapon trails
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Explosives that cause damage and death
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Level prototyping
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Creating full levels based on our prototypes using professional assets
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Light baking
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Post-process effects
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Install an IDE
Lecture 3: Install Unreal Engine
Lecture 4: C++ Refresher
Lecture 5: Reflection and Garbage Collection
Lecture 6: How to Get Help
Chapter 2: Project Setup
Lecture 1: Project Setup
Lecture 2: Character Class
Lecture 3: UE_LOG Format String – Int
Lecture 4: UE_LOG Format Specifiers
Lecture 5: UE_LOG with FString
Lecture 6: Camera Spring Arm
Lecture 7: Follow Camera
Lecture 8: Controllers and Input
Lecture 9: Move Forward and Right
Lecture 10: Delta Time
Lecture 11: Turn at Rate
Lecture 12: Mouse Turning and Jumping
Lecture 13: Adding a Mesh
Chapter 3: Animations
Lecture 1: The Anim Instance
Lecture 2: The Animation Blueprint
Lecture 3: Run Animations
Lecture 4: Trimming Animations
Lecture 5: Rotate Character to Movement
Lecture 6: Fire Weapon Function
Lecture 7: Shooting Sound Effects
Lecture 8: Shooting Particles
Lecture 9: Shooting Animation
Lecture 10: Blending Shooting Animations
Lecture 11: Line Tracing for Bullet Hits
Lecture 12: Impact Particles
Lecture 13: Beam Particles
Lecture 14: Socket Offset
Lecture 15: HUD Class and Crosshairs
Lecture 16: Directing Rifle Shots
Lecture 17: Trace from Gun Barrel
Lecture 18: Refactor Beam End Code
Lecture 19: Movement Offset Yaw
Lecture 20: Strafing Blendspace
Lecture 21: Jog Start Blendspace
Lecture 22: Jog Stop Blendspace
Lecture 23: Smoothing Character Movement
Chapter 4: Aiming and Crosshairs
Lecture 1: Zooming Field of View
Lecture 2: Aiming Zoom Interpolation
Lecture 3: Aiming Pose
Lecture 4: Aiming State Machine
Lecture 5: Aim Look Sensitivity
Lecture 6: Crosshair Spread Velocity
Lecture 7: Spreading the Crosshairs
Lecture 8: Crosshair In Air Factor
Lecture 9: Crosshair Aim Factor
Lecture 10: Bullet Fire Aim Factor
Lecture 11: Warning: Factory Level is LARGE
Lecture 12: New Level Assets
Lecture 13: Automatic Fire
Lecture 14: Jumping Animations
Chapter 5: The Weapon
Lecture 1: The Item Class
Lecture 2: The Weapon Class
Lecture 3: UMG Intro Lesson
Lecture 4: PickupWidget Blueprint
Lecture 5: Finishing the Pickup Widget
Lecture 6: Add Widget to Weapon
Lecture 7: Trace for Widget
Lecture 8: Refactor Trace Under Crosshairs
Lecture 9: Widget Trace When Close
Lecture 10: Hide Widget
Lecture 11: Bind Item Name
Lecture 12: Bind Item Count
Lecture 13: Bind Star Opacity
Lecture 14: Spawn Default Weapon
Lecture 15: Equip Function
Lecture 16: Item State Lesson
Lecture 17: Item State
Lecture 18: Set Item Properties
Lecture 19: Detach Weapon
Lecture 20: Item Falling State
Lecture 21: Throw Weapon
Lecture 22: Swap Weapon
Instructors
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Stephen Ulibarri
Engineer, Programmer, Game Developer, Author
Rating Distribution
- 1 stars: 10 votes
- 2 stars: 13 votes
- 3 stars: 55 votes
- 4 stars: 407 votes
- 5 stars: 1368 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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