Unreal Engine 5: First Person Shooter
Unreal Engine 5: First Person Shooter, available at $54.99, has an average rating of 4.81, with 97 lectures, based on 8 reviews, and has 108 subscribers.
You will learn about Use Unreal Blueprints visual scripting to create every aspect of your very own First Person Shooter. Make your own complete game in Unreal Engine. Create your own playable levels, complete with enemies, pickups and interactables. How to package the project for friends and family to play. This course is ideal for individuals who are Beginner/Intermediate Unreal Engine 5 Blueprint Scripting It is particularly useful for Beginner/Intermediate Unreal Engine 5 Blueprint Scripting.
Enroll now: Unreal Engine 5: First Person Shooter
Summary
Title: Unreal Engine 5: First Person Shooter
Price: $54.99
Average Rating: 4.81
Number of Lectures: 97
Number of Published Lectures: 97
Number of Curriculum Items: 97
Number of Published Curriculum Objects: 97
Original Price: $89.99
Quality Status: approved
Status: Live
What You Will Learn
- Use Unreal Blueprints visual scripting to create every aspect of your very own First Person Shooter.
- Make your own complete game in Unreal Engine.
- Create your own playable levels, complete with enemies, pickups and interactables.
- How to package the project for friends and family to play.
Who Should Attend
- Beginner/Intermediate Unreal Engine 5 Blueprint Scripting
Target Audiences
- Beginner/Intermediate Unreal Engine 5 Blueprint Scripting
Greetings and welcome to the “Unreal Engine 5: First Person Shooter” course!
Throughout this program, we’ll embark on the exciting journey of prototyping an FPS game entirely from scratch, utilizing the power of blueprints. Wondering why blueprints? Well, visual scripting is not only beginner-friendly but also provides a dynamic way to witness your code in action, sparing you from the daunting task of sifting through countless lines of text.
Our resource arsenal includes free assets generously provided by Epic Games, talented creators, and a myriad of other sources, catering to our needs for visually stunning VFX and immersive SFX. Brace yourself as we tweak and tailor some of these assets to seamlessly integrate them into our game.
As we wrap up this course, you’ll have successfully crafted the prototype for your very own single-player FPS adventure. From sculpting the player character and designing weapons to incorporating pickups like ammo and health, we’ll delve into the fundamentals of basic level design and populate our digital world with a variety of formidable foes. Prepare to explore different techniques and understand the appropriateness of each approach.
Without further ado, let’s dive headfirst into the realm of game development!
Good luck and have fun with it.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: Getting Started
Lecture 1: Creating The Project
Lecture 2: The Game Instance
Lecture 3: The Game Mode
Lecture 4: The Player Controller
Lecture 5: The Base Character
Lecture 6: Putting it All Together
Chapter 3: The Basics
Lecture 1: Movement Inputs
Lecture 2: Look Inputs
Lecture 3: Putting it All Together
Chapter 4: Setting Up The Player
Lecture 1: Player Character and Arms
Lecture 2: Player Animations
Lecture 3: Animation Blendspaces
Chapter 5: The HUD and Firing
Lecture 1: HUD Aim Point
Lecture 2: Fire Weapon Input
Lecture 3: Line Tracing
Chapter 6: Base Weapon
Lecture 1: Base Weapon Blueprints
Lecture 2: Pistol Pickup
Lecture 3: Pistol Equipped Weapon and Player Interface
Lecture 4: Equip Weapon to Hand
Lecture 5: Keeping Track of Our Weapon
Chapter 7: Destructible Objects
Lecture 1: Destructible Object – Part 1
Lecture 2: Destructible Object – Part 2
Lecture 3: Object Fracture – Part 1
Lecture 4: Object Fracture – Part 2
Lecture 5: Fracture Field Cleanup
Chapter 8: Enemy Drone
Lecture 1: Drone Enemy Base
Lecture 2: Drone Patrols
Lecture 3: Drone Face Travel Direction
Lecture 4: Drone "Sees" player
Lecture 5: Drone Chase Player
Lecture 6: Drone Rotation Cleanup
Lecture 7: Drone Damages Player
Lecture 8: Drone Takes Damage
Lecture 9: Multiple Drones
Chapter 9: Interactable Objects
Lecture 1: Base Interactable – Part 1
Lecture 2: Base Interactable – Part 2
Lecture 3: Interactable Door – Part 1
Lecture 4: Interactable Door – Part 2
Lecture 5: Elevator Call Button Down
Lecture 6: Elevator Call Button Up
Lecture 7: Animation To Interact
Lecture 8: Requiring Items To Interact
Chapter 10: HUD Updates and Reloading
Lecture 1: Better HUD Design
Lecture 2: Sending Data To HUD
Lecture 3: Updating Player Health
Lecture 4: Handling Ammo – Part 1
Lecture 5: Handling Ammo – Part 2
Lecture 6: Ammo Update On Fire
Lecture 7: Reload – Part 1
Lecture 8: Reload – Part 2
Lecture 9: Updating Weapon Pickups
Lecture 10: Reload Animation
Chapter 11: Creating Pickup Items
Lecture 1: Finish The Base Pickup
Lecture 2: Health Pickup
Lecture 3: Key Pickup
Lecture 4: Enemy Drops Pickup Item
Chapter 12: Win and Lose Conditions
Lecture 1: Level Types and Tracking Enemy Count
Lecture 2: Destroy all Enemy Logic
Lecture 3: Escape the Level Logic
Lecture 4: Stopping Player on Death/Lose
Lecture 5: Show Death/Lose Screen – Part 1
Lecture 6: Show Death/Lose Screen – Part 2
Lecture 7: Level Timer – Part 1
Lecture 8: Level Timer – Part 2
Chapter 13: New Weapon(Rifle)
Lecture 1: Setting Up the Rifle
Lecture 2: Update Animations
Lecture 3: Weapon Switch – Part 1
Lecture 4: Weapon Switch – Part 2
Lecture 5: Setup Automatic Fire
Lecture 6: Adding Weapon SFX
Lecture 7: Adding Weapon VFX
Chapter 14: New Enemy
Lecture 1: New Enemy Base
Lecture 2: Setting Up Enemy Basics
Lecture 3: Enemy Animations
Lecture 4: Enemy Chase Player
Lecture 5: Update Enemy Speed On Chase
Lecture 6: Enemy Line Trace to Player
Lecture 7: Enemy Shoots at Player
Lecture 8: Handle Player Sight Loss
Lecture 9: Hiding Spot – Part 1
Lecture 10: Hiding Spot – Part 2
Lecture 11: Killing The Enemy
Chapter 15: Menu and Saving
Lecture 1: Main Menu Level
Lecture 2: In Game Menu
Instructors
-
John Ringel
Systems Engineer and College Professor
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- 4 stars: 2 votes
- 5 stars: 6 votes
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