Unreal Engine 5 C++: Advanced Action RPG
Unreal Engine 5 C++: Advanced Action RPG, available at $54.99, has an average rating of 4.78, with 321 lectures, based on 86 reviews, and has 1493 subscribers.
You will learn about Powerful melee combo system with light and heavy attacks Make use of Gameplay Ability System to create engaging RPG combat experience Advanced enemy AI using custom BTTask, BTTDecorator, BTService Environment Query System for advanced AI behaviors Directional hit react and rolling Melee block and parry system Special weapon abilities and rage ability with cost and cooldown Robust UI notify system Survival combat game mode that spawns enemies in waves Main menu, pause menu, winning/losing screen plus a loading screen Performant target lock system Different types of enemy with melee and long-ranged abilities Custom C++ ability task/latent action for combat Best practices for using asynchronous and synchronous loading in BP and C++ Data-oriented combat stats design Industry-standard code practices with easily extendable code structure This course is ideal for individuals who are Learners who want to build an action RPG project or Learners who want to level up their C++ skills or Learners who want to write clean, professional and extendable code It is particularly useful for Learners who want to build an action RPG project or Learners who want to level up their C++ skills or Learners who want to write clean, professional and extendable code.
Enroll now: Unreal Engine 5 C++: Advanced Action RPG
Summary
Title: Unreal Engine 5 C++: Advanced Action RPG
Price: $54.99
Average Rating: 4.78
Number of Lectures: 321
Number of Published Lectures: 321
Number of Curriculum Items: 321
Number of Published Curriculum Objects: 321
Original Price: $109.99
Quality Status: approved
Status: Live
What You Will Learn
- Powerful melee combo system with light and heavy attacks
- Make use of Gameplay Ability System to create engaging RPG combat experience
- Advanced enemy AI using custom BTTask, BTTDecorator, BTService
- Environment Query System for advanced AI behaviors
- Directional hit react and rolling
- Melee block and parry system
- Special weapon abilities and rage ability with cost and cooldown
- Robust UI notify system
- Survival combat game mode that spawns enemies in waves
- Main menu, pause menu, winning/losing screen plus a loading screen
- Performant target lock system
- Different types of enemy with melee and long-ranged abilities
- Custom C++ ability task/latent action for combat
- Best practices for using asynchronous and synchronous loading in BP and C++
- Data-oriented combat stats design
- Industry-standard code practices with easily extendable code structure
Who Should Attend
- Learners who want to build an action RPG project
- Learners who want to level up their C++ skills
- Learners who want to write clean, professional and extendable code
Target Audiences
- Learners who want to build an action RPG project
- Learners who want to level up their C++ skills
- Learners who want to write clean, professional and extendable code
Welcome to “Unreal Engine 5 C++: Advanced Action RPG”! The most comprehensive RPG course you’ll ever find online. In this course, we’ll employ industry-standard coding practices and data-oriented design to create AAA RPG combat experiences.
You’ll learn how to use Gameplay Ability System to create a complex RPG combat experience and implement exciting features like a combo system with light and heavy attacks, directional rolling, hit reactions, blocking, parrying, target locking, special abilities with cooldowns, AI avoidance, advanced enemy AI with strafing and projectile attacks, an epic boss fight, and much more.
In the first section, we’ll set up our hero character for the gameplay ability system and proceed with input binding using native gameplay tags and data assets. Once our character can navigate the level, we’ll combine GAS with linked animation layers to create a melee combo system featuring light and heavy attacks. With these elements in place, we’ll introduce enemy characters, adding attributes, combat feedback, character death, and a robust UI notification system. You’ll also learn to use asynchronous loading for startup data and create a custom function library for handling damage.
Next, we’ll implement AI avoidance and strafing using a blend of Blueprint and C++ behavior tree nodes to craft advanced AI behaviors. We’ll incorporate the crowd following component for detour crowd avoidance and explore behavior tree node types and the environment query system to determine strafing locations.
With our enemies capable of dealing damage, we’ll refine our hero’s combat abilities by adding directional rolling, directional hit reactions, blocking, parrying, and target locking. You’ll learn to use motion warping for dynamic rolling distances and handle most of the heavy lifting in C++ for the target lock ability.
Following this, we’ll introduce a ranged enemy that shoots projectiles and retreats when approached. We’ll then add a boss character complete with a boss bar, powerful melee attacks, and the ability to summon other enemies. Once our combat system is fully functional, we’ll develop a survival game mode with enemy waves. We’ll create multiple widgets, including a win screen, lose screen, pause menu, and main menu. Finally, we’ll port everything to a real map for epic battles against our enemies.
This comprehensive RPG course is unmatched online. With detailed code changes provided in each lecture and a step-by-step approach, there’s no better time to create your dream RPG project. What are you waiting for? Join the course and start your RPG adventure today!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Lecture 2: Some Common Questions You May Have…
Lecture 3: Create a New C++ Project
Lecture 4: Set Up Test Map
Lecture 5: How to get help?
Lecture 6: Hard and Soft Reference
Chapter 2: Set Up Hero Character
Lecture 1: Set Up Hero Character Section Overview
Lecture 2: Basic Class Structure
Lecture 3: Debug Helper
Lecture 4: Set Up Hero Camera
Lecture 5: Native Gameplay Tags
Lecture 6: Input Config Data Asset
Lecture 7: Custom Enhanced Input Component
Lecture 8: Binding Input
Lecture 9: Character Anim Instance
Lecture 10: Hero AnimBP
Lecture 11: Hero Anim Instance
Lecture 12: Gameplay Ability System
Lecture 13: Ability Activation Policy
Lecture 14: Set Up Weapon Class
Lecture 15: Set Up Hero Weapon
Lecture 16: Start Up Data
Lecture 17: Synchronous Loading
Lecture 18: Share Task: Share Your Progress
Lecture 19: Section Wrap Up
Chapter 3: Melee Combo System
Lecture 1: Melee Combo System Section Overview
Lecture 2: Challenges Ahead
Lecture 3: Pawn Extension Component
Lecture 4: Register Spawned Weapon
Lecture 5: Hero Gameplay Ability
Lecture 6: Ability Input Action
Lecture 7: Hero Ability Set
Lecture 8: Binding Ability Input
Lecture 9: Play Montage and Wait
Lecture 10: Wait for Gameplay Event
Lecture 11: Animation Layer Interface
Lecture 12: Master Anim Layer
Lecture 13: Link Anim Layer
Lecture 14: Default Weapon Ability
Lecture 15: Grant Weapon Ability
Lecture 16: Handle Unequip Axe
Lecture 17: Light Attack Ability
Lecture 18: Combo Logic
Lecture 19: Heavy Attack Ability
Lecture 20: Heavy Attack Logic
Lecture 21: Warrior Function Library
Lecture 22: Jump To Finisher
Lecture 23: Slow Motion and Sound FX
Lecture 24: Share Task: Share Your Combo System
Lecture 25: Section Wrap Up
Chapter 4: Hero Combat
Lecture 1: Hero Combat Section Overview
Lecture 2: Challenges Ahead
Lecture 3: Set Up Enemy Character
Lecture 4: Gruntling Guardian
Lecture 5: Asynchronous Loading
Lecture 6: Spawn Enemy Weapon
Lecture 7: Attribute Set
Lecture 8: Gameplay Effect
Lecture 9: Apply Gameplay Effect To Self
Lecture 10: Init Enemy Attributes
Lecture 11: Pawn Combat Interface
Lecture 12: Toggle Weapon Collision
Lecture 13: On Weapon Begin Overlap
Lecture 14: On Target Interacted
Lecture 15: Notify Melee Hit
Lecture 16: Set Up Attack Montages
Lecture 17: Make Gameplay Effect Spec Handle
Lecture 18: Hero Damage Info
Lecture 19: Apply Effect Spec Handle To Target
Lecture 20: Capture Relevant Attributes
Lecture 21: Retrieve Hero Damage Info
Lecture 22: Calculate Final Damage Done
Lecture 23: Set Up Heavy Attacks For Damage
Lecture 24: Modify Health Attribute
Lecture 25: Hit React Ability
Lecture 26: Trigger Hit React Ability
Lecture 27: Material Hit FX
Lecture 28: Hit Pause
Lecture 29: Camera Shake
Lecture 30: Hit React Sound
Lecture 31: Gameplay Cues
Lecture 32: Enemy Death Ability
Lecture 33: BP Death Interface
Lecture 34: Dissolve Material FX
Lecture 35: Dissolve Niagara FX
Lecture 36: Share Task: Share Your Progress
Lecture 37: Pawn UI Component
Lecture 38: Broadcast Value Change
Lecture 39: Listen For Broadcasting
Lecture 40: Enemy Init Created Widget
Lecture 41: Template Widgets
Lecture 42: Set Status Bar Fill Color
Lecture 43: Template Icon Slot Widget
Lecture 44: Hero Overlay Widget
Lecture 45: Enemy Health Widget Component
Lecture 46: Hide Enemy Health Bar
Instructors
-
Vince Petrelli
Programmer/3D Artist
Rating Distribution
- 1 stars: 1 votes
- 2 stars: 1 votes
- 3 stars: 2 votes
- 4 stars: 12 votes
- 5 stars: 69 votes
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