Unreal Engine 5 – Gameplay Ability System – Top Down RPG
Unreal Engine 5 – Gameplay Ability System – Top Down RPG, available at $19.99, has an average rating of 4.81, with 428 lectures, 31 quizzes, based on 1878 reviews, and has 16779 subscribers.
You will learn about Unreal Engine's Gameplay Ability System Multiplayer Gameplay Mechanics Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more SOLID coding principles and AAA quality code architecture How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game All core features of the Gameplay Ability System Code debugging tools and practices This course is ideal for individuals who are Those who wish to know how to architect a scalable and shippable game in Unreal Engine or Those who wish to know how to implement gameplay Attributes, Abilities, Experience, Level Ups, and how to maintain these in a clean code base or Those who wish to know how to handle game UI for complex systems in an efficient manner or Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving attributes, skills, spells, or other custom mechanics or Those who wish to know how to implement enemy AI with Behavior Trees and Environment Queries (EQS) or Those who have Unreal Engine experience and are looking to expand their skillset to create shippable games or Those who are looking for a comprehensive course on the Gameplay Ability System (GAS) so they can use it in their own game projects or Hobbyists and Professional Game Developers alike will benefit from this course or AAA developers who need to learn the fundamentals of GAS for their team's game project or Leaders of game development projects who need to understand how GAS works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers or Teams who need to architect their game project in a scalable manner, so it will be easily maintainable post-launch or Anyone who has created some basic Unreal Engine projects and is ready for some next level greatness! It is particularly useful for Those who wish to know how to architect a scalable and shippable game in Unreal Engine or Those who wish to know how to implement gameplay Attributes, Abilities, Experience, Level Ups, and how to maintain these in a clean code base or Those who wish to know how to handle game UI for complex systems in an efficient manner or Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving attributes, skills, spells, or other custom mechanics or Those who wish to know how to implement enemy AI with Behavior Trees and Environment Queries (EQS) or Those who have Unreal Engine experience and are looking to expand their skillset to create shippable games or Those who are looking for a comprehensive course on the Gameplay Ability System (GAS) so they can use it in their own game projects or Hobbyists and Professional Game Developers alike will benefit from this course or AAA developers who need to learn the fundamentals of GAS for their team's game project or Leaders of game development projects who need to understand how GAS works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers or Teams who need to architect their game project in a scalable manner, so it will be easily maintainable post-launch or Anyone who has created some basic Unreal Engine projects and is ready for some next level greatness!.
Enroll now: Unreal Engine 5 – Gameplay Ability System – Top Down RPG
Summary
Title: Unreal Engine 5 – Gameplay Ability System – Top Down RPG
Price: $19.99
Average Rating: 4.81
Number of Lectures: 428
Number of Quizzes: 31
Number of Published Lectures: 428
Number of Published Quizzes: 31
Number of Curriculum Items: 459
Number of Published Curriculum Objects: 459
Original Price: $199.99
Quality Status: approved
Status: Live
What You Will Learn
- Unreal Engine's Gameplay Ability System
- Multiplayer Gameplay Mechanics
- Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more
- SOLID coding principles and AAA quality code architecture
- How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game
- Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game
- All core features of the Gameplay Ability System
- Code debugging tools and practices
Who Should Attend
- Those who wish to know how to architect a scalable and shippable game in Unreal Engine
- Those who wish to know how to implement gameplay Attributes, Abilities, Experience, Level Ups, and how to maintain these in a clean code base
- Those who wish to know how to handle game UI for complex systems in an efficient manner
- Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving attributes, skills, spells, or other custom mechanics
- Those who wish to know how to implement enemy AI with Behavior Trees and Environment Queries (EQS)
- Those who have Unreal Engine experience and are looking to expand their skillset to create shippable games
- Those who are looking for a comprehensive course on the Gameplay Ability System (GAS) so they can use it in their own game projects
- Hobbyists and Professional Game Developers alike will benefit from this course
- AAA developers who need to learn the fundamentals of GAS for their team's game project
- Leaders of game development projects who need to understand how GAS works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers
- Teams who need to architect their game project in a scalable manner, so it will be easily maintainable post-launch
- Anyone who has created some basic Unreal Engine projects and is ready for some next level greatness!
Target Audiences
- Those who wish to know how to architect a scalable and shippable game in Unreal Engine
- Those who wish to know how to implement gameplay Attributes, Abilities, Experience, Level Ups, and how to maintain these in a clean code base
- Those who wish to know how to handle game UI for complex systems in an efficient manner
- Those who wish to create their own RPG, MOBA, Shooter Game, or any other type of game involving attributes, skills, spells, or other custom mechanics
- Those who wish to know how to implement enemy AI with Behavior Trees and Environment Queries (EQS)
- Those who have Unreal Engine experience and are looking to expand their skillset to create shippable games
- Those who are looking for a comprehensive course on the Gameplay Ability System (GAS) so they can use it in their own game projects
- Hobbyists and Professional Game Developers alike will benefit from this course
- AAA developers who need to learn the fundamentals of GAS for their team's game project
- Leaders of game development projects who need to understand how GAS works in Unreal Engine, its capabilities, limitations, and costs on time and effort for developers
- Teams who need to architect their game project in a scalable manner, so it will be easily maintainable post-launch
- Anyone who has created some basic Unreal Engine projects and is ready for some next level greatness!
This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you’ve ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you’ve ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!
In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine’s built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game’s code base looks like. If you’ve ever wondered how much of a game can be kept in Blueprint versus C++, look no further. This course is the answer.
NOTE: This course involves programming in C++, which involves the use of an Integrated Development Environment (IDE) such as Visual Studio, Rider, or VSCode. The IDE used in this course by me will be Rider, but this IDE is not a requirement for students to follow the course. You can use any IDE of your choice.
The assets in this game project were made specifically for this course, and will be provided in an asset pack. This includes:
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Characters, including Aura, the main character, as well as enemy characters including Goblin Warriors, Goblin Rangers, a Goblin Shaman, Red and Black Demons, the Ghoul, and a Shroom.
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A modular dungeon pack that can be pieced together to make basic dungeons
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A waypoint shrine and obelisks
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Particle Niagara System Effects, including explosions, level up effects, slingshot rocks, hit impacts, electricity beams, fireballs, fire bolts, flames, stars for stun effects, and more!
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Sound effects for enemies, footsteps, spells, and more!
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Textures for the HUD, including high-quality buttons, frames, dynamically-animated spell globes, progress bars, XP bar, and more!
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Full animation sets for Aura and all enemies
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Much more!
In this course, we will be covering the following topics:
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Setting up a Top-Down Project from scratch
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Enemy and item selection with outline effects
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Proper use of OOP and inheritanceto create a character class hierarchy
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Intro to the Gameplay Ability System and the core classes that comprise it
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Custom Gameplay Ability System Components and Attribute Sets, and how to replicate Attributes
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All important settings for all GAS classes and components
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How to use Attributes for player stats, including Primary Attributes:
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Strength (increases physical damage)
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Intelligence (increases magical damage)
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Resilience (increases Armor and Armor Penetration)
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Vigor (increases Max Health)
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Secondary Attributes, based off of primary attributes and other custom variables:
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Armor(reduces damage taken, improves Block Chance)
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Armor Penetration(ignores percentage of enemy Armor, increases Critical Hit Chance)
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Block Chance (change to cut incoming damage in half)
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Critical Hit Chance (chance to double damage plus critical hit bonus)
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Critical Hit Damage (bonus damage added when a critical hit is scored)
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Critical Hit Resistance (reduces critical hit chance of attacking enemies)
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Health Regeneration (amount of Health restored every 1 second)
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Mana Regeneration (amount of Mana restored every 1 second)
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Max Health (maximum amount of Health obtainable)
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Max Mana (maximum amount of Mana obtainable)
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Vital Attributes – things like Healthand Mana, which are dependent on all the other attributes
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Gameplay Effects – classes in the GAS system used to apply changes to attributes
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Gameplay Tags – an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagine
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Game UI – how to handle complex UI in an RPG game efficiently, in an organized, modular, and scalable manner. We cover different UI paradigms, from MVC (Model View Controller) and MVVM (Model View ViewModel, using Unreal Engine’s new ViewModelfeature)
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Full Attributeand Spell Menus, with upgrade abilities, spell trees, locked spell levels, spell upgrades by ability level, and more
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Attributes– how to use Gameplay Attributes to represent player stats, and incorporate them into the gameplay mechanics by creating an Effect Application pipeline, allowing for calculations and results caused by phenomena in the game, such as combat damage
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Gameplay Abilities – the heart of GAS. We create all manner of types of gameplay abilities to handle the casting of spells, handling important capabilities of the player character and enemy AI, and how to configure different abilities to suit your needs.
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Different RPG Classes – we implement different character RPG classes including the Ranger, Warrior, and Elementalist, and do so in an easily-scalable manner so you can have any number of character class types in your game
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Damageand Combat– we implement a full RPG style combat system with different damage types, damage resistances, and debuffs corresponding to damage types, and encode these calculations into our damage pipeline. All attributes, damage types, resistances and debuffs are functional in this game.
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All combat mechanics are displayed in some form of visual feedback to the player. This includes floating text for damage, changing color based on custom criteria, floating text to inform of critical hits, blocked hits, and critical blocked hits. We also implement knockbackand stunmechanics in response to lightning damage, incapacitating the character/enemy, as well as fire debuffs, where characters are set ablaze and take fire damage while burning.
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Enemy AI – We implement the enemy behavior using Unreal Engine Behavior Trees and the Environment Query system (EQS) to provide customized behavior for the Ranged, Warrior, and Elementalist enemy types.
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Enemies can cast spells and summon AI minions
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Fading geometry when it gets in the way of the camera for a top-down game
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Ability Cost and Cooldown (spells spend Attribute resources – in this game, spells cost Mana)
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Fully functional HUD with Equipped Spells, displaying spell cooldown timers, and experience (XP)
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The ability to assign Abilities to different inputs in the spell menu (assign FireBolt to the 1 key and Electrocute to the Left Mouse Button, swap them back, etc.)
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Experience and Level-Up System – We craft an experience system, awarding XP for eliminating enemies, and leveling up when reaching XP thresholds for various abilities. XP and Level are displayed in the HUD, and Level Up messages and effects are as well. Leveling up is associated with gaining Attribute Points and Spell Points, which can be used to upgrade Attributes and Spell abilities in the Attribute and Spell Menus respectively, as well as topping off Health and Mana upon Leveling Up. (Basically, you will see enough examples of how to use this system that you’ll be able to expand it with any functionality you want for your own games)
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Passive Spells – Spells that you can equip which remain activewhile they are equipped.
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A variety of Offensive Spells, showcasing different examples and features of GAS, including FireBolt, Electrocute, Arcane Shards, and FireBlast.
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Saving Progress and Level Transitions
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Intermediate/Advanced Unreal Engine topics, including custom Async Tasks, Ability Tasks, Blueprint Function Libraries, Asset Managers, Singletons (and why these are only good for a VERY select few cases), custom Gameplay Effect Contexts, Net Serialization, Struct Ops Type Traits, C++ Lambdas, game mechanics algorithms, and oh, so much more.
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How to choose which functionality should go into C++ versus Blueprint – This is one of the most valuable lessons, and is taught all throughout the course. Students often ask me “which functionality should go in C++ versus in Blueprint?” This course is my answer. This is a serious-scale project foundation with over 100 hours of video, and no filler. The project is architected with approximately 50% Blueprints and 50% C++. I show you which functionality should be on the C++ side, which functionality is more appropriate for Blueprints, and why.
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SOLID Coding Principles and code architecture – We keep our code base clean in this project. Another question I often get is “Is this best coding practice?” This course is my answer to this question. This is an example of code you would see in a AAA game, shipped to millions of players. Maintaining clean and modular code is essential to a serious game project that needs to be scalable, expandable, modular, maintainable, testable, performant, and efficient. This course will show you how.
This is not a beginner course. I expect you to already understand the C++ programming language and have at least created one Unreal Engine C++ project.
This course is my best course yet, and I’m very proud to bring you the Unreal Engine 5 – Gameplay Ability System – Top Down RPG course, the result of nearly a year of painstaking development, research, consultation with professionals, and asset creation. After taking this course, you will understand Unreal Engine far better than the average developer, and you’ll be empowered to create your own well-architected projects, large and small, and you’ll bring value to your team, your company, your solo venture, and anyone/anything else you grace with your skillset.
Join the course, and invest in the biggest leap of your game development career.
Stephen Ulibarri, founder of the Druid Mechanics Game Developer Community
This course project is created in Unreal Engine version 5.2. Updates are periodically added to ensure compatibility with newer engine versions.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: Project Creation
Lecture 1: Jetbrains Rider – 4 Month Free Coupon
Lecture 2: Project Creation
Lecture 3: Setting up Version Control
Lecture 4: The Base Character Class
Lecture 5: Player and Enemy Characters
Lecture 6: Character Blueprint Setup
Lecture 7: Animation Blueprints
Lecture 8: Enhanced Input
Lecture 9: Aura Player Controller
Lecture 10: Movement Input
Lecture 11: Game Mode
Lecture 12: Enemy Interface
Lecture 13: Highlight Enemies
Lecture 14: Post Process Highlight
Chapter 3: Intro to the Gameplay Ability System
Lecture 1: The Gameplay Ability System
Lecture 2: The Main Parts of GAS
Lecture 3: The Player State
Lecture 4: Ability System Component and Attribute Set
Lecture 5: GAS in Multiplayer
Lecture 6: Constructing the ASC and AS
Lecture 7: Replication Mode
Lecture 8: Init Ability Actor Info
Chapter 4: Attributes
Lecture 1: Attributes
Lecture 2: Health and Mana
Lecture 3: Attribute Accessors
Lecture 4: Effect Actor
Chapter 5: RPG Game UI
Lecture 1: Game UI Architecture
Lecture 2: Aura User Widget and Widget Controller
Lecture 3: Globe Progress Bar
Lecture 4: Health Globe
Lecture 5: Aura HUD
Lecture 6: Overlay Widget Controller
Lecture 7: Broadcasting Initial Values
Lecture 8: Listening for Attribute Changes
Lecture 9: Callbacks for Mana Changes
Chapter 6: Gameplay Effects
Lecture 1: Gameplay Effects
Lecture 2: Effect Actor Improved
Lecture 3: Instant Gameplay Effects
Lecture 4: Duration Gameplay Effects
Lecture 5: Periodic Gameplay Effects
Lecture 6: Effect Stacking
Lecture 7: Infinite Gameplay Effects
Lecture 8: Instant and Duration Application Policy
Lecture 9: Infinite Effect Application and Removal
Lecture 10: PreAttributeChange
Lecture 11: PostGameplayEffectExecute
Lecture 12: Curve Tables for Scalable Floats
Chapter 7: Gameplay Tags
Lecture 1: Gameplay Tags
Lecture 2: Creating Gameplay Tags in the Editor
Lecture 3: Creating Gameplay Tags from Data Tables
Lecture 4: Adding Gameplay Tags to Gameplay Effects
Lecture 5: Apply Gameplay Tags with Effects
Lecture 6: Gameplay Effect Delegates
Lecture 7: Get All Asset Tags
Lecture 8: Broadcasting Effect Asset Tags
Lecture 9: UI Widget Data Table
Lecture 10: Retrieving Rows from Data Tables
Lecture 11: Broadcasting Data Table Rows
Lecture 12: Message Widget
Lecture 13: Animating the Message Widget
Lecture 14: Replacing Callbacks with Lambdas
Lecture 15: Ghost Globe
Lecture 16: Properly Clamping Attributes
Chapter 8: RPG Attributes
Lecture 1: Initialize Attributes from a Data Table
Lecture 2: Initialize Attributes with Gameplay Effects
Lecture 3: Attribute Based Modifiers
Lecture 4: Modifier Order of Operations
Lecture 5: Modifier Coefficients
Lecture 6: Secondary Attributes
Lecture 7: Derived Attributes
Lecture 8: Custom Calculations
Lecture 9: Player Level and Combat Interface
Lecture 10: Modifier Magnitude Calculations
Lecture 11: Initializing Vital Attributes
Chapter 9: Attribute Menu
Lecture 1: Attribute Menu – Game Plan
Lecture 2: Attribute Menu – Framed Value
Lecture 3: Attribute Menu – Text Value Row
Lecture 4: Attribute Menu – Text Value Button Row
Lecture 5: Attribute Menu – Construction
Lecture 6: Button Widget
Lecture 7: Wide Button Widget
Lecture 8: Opening the Attribute Menu
Lecture 9: Closing the Attribute Menu
Instructors
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Stephen Ulibarri
Engineer, Programmer, Game Developer, Author
Rating Distribution
- 1 stars: 8 votes
- 2 stars: 11 votes
- 3 stars: 31 votes
- 4 stars: 309 votes
- 5 stars: 1519 votes
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