Unreal Engine 5 C++: Make Your Own Action Combat Game
Unreal Engine 5 C++: Make Your Own Action Combat Game, available at $84.99, with 122 lectures, and has 102 subscribers.
You will learn about 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. This course is ideal for individuals who are Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way! or Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases. or Ideal if you have a solid grasp of C++ concepts but are new to game development. It is particularly useful for Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way! or Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases. or Ideal if you have a solid grasp of C++ concepts but are new to game development.
Enroll now: Unreal Engine 5 C++: Make Your Own Action Combat Game
Summary
Title: Unreal Engine 5 C++: Make Your Own Action Combat Game
Price: $84.99
Number of Lectures: 122
Number of Published Lectures: 122
Number of Curriculum Items: 122
Number of Published Curriculum Objects: 122
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will 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.
Who Should Attend
- 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.
Target Audiences
- 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.
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 codeand 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!).
Course Curriculum
Chapter 1: Introduction & Setup
Lecture 1: Installing Unreal and Visual Studio
Lecture 2: Starting a New Project
Lecture 3: Check Out the Book
Lecture 4: Accessing Our Projects
Lecture 5: Community & Support
Chapter 2: Character Movement
Lecture 1: Section Intro – Character Movement
Lecture 2: Importing the Player and Enemy Models
Lecture 3: Adding Animation Blueprints
Lecture 4: Adding Animation Blendspaces
Lecture 5: Playing Animation Blendspaces
Lecture 6: Creating a C++ Anim Instance Class
Lecture 7: Unreal Properties
Lecture 8: Converting Nodes Into Functions
Lecture 9: Function Specifiers
Chapter 3: Lockon System
Lecture 1: Section Intro – Lockon System
Lecture 2: Debugging File Updates
Lecture 3: Creating an Actor Component Class
Lecture 4: Adding Input Actions
Lecture 5: Understanding Tracing and Channels
Lecture 6: Performing Traces With C++
Lecture 7: Locking the Camera and Player
Lecture 8: Rotating the Player Toward the Target
Lecture 9: Adjusting the Camera
Lecture 10: Ending the Lockon
Lecture 11: Breaking the Lockon
Lecture 12: Adding a Target Widget
Lecture 13: Adding Interfaces
Lecture 14: Validating Interfaces
Lecture 15: Implementing Interface Functions
Lecture 16: Combat Locomotion
Lecture 17: Observer Pattern
Lecture 18: Calculating the Player’s Direction
Lecture 19: Lockon Section Cleanup
Chapter 4: Player Combat
Lecture 1: Section Intro – Player Combat
Lecture 2: Grabbing Socket Locations and Rotations
Lecture 3: Adding Tracing to Our Weapon
Lecture 4: Drawing Debug Shapes
Lecture 5: Storing Animation Montages
Lecture 6: Playing Combo Attacks
Lecture 7: Animation Notifications
Lecture 8: Enabling Root Animations
Lecture 9: Overriding Virtual Functions
Lecture 10: Applying Damage to Opponents
Lecture 11: Ignoring Targets
Lecture 12: Animation Notify States
Chapter 5: Stats
Lecture 1: Section Intro – Stats
Lecture 2: Creating Maps
Lecture 3: Defining Enums
Lecture 4: Instantiating Components
Lecture 5: Reducing Character Health
Lecture 6: Reducing Stamina
Lecture 7: Checking for Stamina
Lecture 8: Adding Sprinting
Lecture 9: Draining Stamina
Lecture 10: Stamina Regeneration
Lecture 11: Adding a Regeneration Delay
Chapter 6: Enemy Behaviour
Lecture 1: Section Intro – Enemy Behavior
Lecture 2: Starting the Boss Animation
Lecture 3: Pawn Sensing
Lecture 4: Running a Behavior Tree
Lecture 5: Blackboard Decorator
Lecture 6: Setting and Getting Blackboard Keys
Lecture 7: Creating Behavior Tasks
Lecture 8: Playing the Ranged Attack Animation
Lecture 9: Creating a Projectile Actor
Lecture 10: Spawning the Projectile
Lecture 11: Rotating the Projectile
Lecture 12: Rotation Interpolation
Lecture 13: Rotating With Anim Notify States
Lecture 14: Collision Overlap Event
Lecture 15: Changing Particle System Templates
Lecture 16: Setting Timers
Lecture 17: Disabling Collision
Lecture 18: Applying Damage to Players
Lecture 19: Generating Random Values
Lecture 20: Switching to the Charge State
Lecture 21: Animations With State Machines
Lecture 22: Playing the Charge Animation
Lecture 23: Overriding the TickTask Function
Lecture 24: AI Move Requests
Lecture 25: Binding a Function to an Event
Lecture 26: Boosting the Character's Speed
Lecture 27: Finishing Latent Tasks
Lecture 28: Unreal Structures
Lecture 29: Refactoring the Trace Component
Lecture 30: Supporting Damage on the Enemy
Lecture 31: Creating Behavior Tree Services
Lecture 32: Aborting a Task
Lecture 33: Switching to the Melee State
Lecture 34: Actor Move Requests
Lecture 35: Finishing the Melee Task
Lecture 36: Selecting Random Attacks
Lecture 37: Grabbing the Animation Duration
Lecture 38: Switching to the Range Attack
Instructors
-
GameDev.tv Team
Learn to Make and Sell Games -
Luis Ramirez Jr
Frontend Software Engineer Instructor
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