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Autor Tópico: Unreal Engine 5 C++: Make Your Own Action Combat Game  (Lida 23 vezes)

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Unreal Engine 5 C++: Make Your Own Action Combat Game
« em: 29 de Agosto de 2024, 07:18 »
Unreal Engine 5 C++: Make Your Own Action Combat Game



Published 8/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 13.08 GB | Duration: 15h 28m

Master Dynamic Combat, AI Challenges, and C++ Techniques to Create Your Own Epic Action Games in UE5


What you'll 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.
Requirements
To get the most from this course, you'll have a solid foundation of C++ concepts, such as variables, conditional statements, classes, and methods.
Description
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 code and 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!).
Overview
Section 1: Introduction & Setup
Lecture 1 Accessing Our Projects
Lecture 2 Community & Support
Lecture 3 Installing Unreal and Visual Studio
Lecture 4 Starting a New Project
Lecture 5 Check Out the Book
Section 2: Character Movement
Lecture 6 Section Intro - Character Movement
Lecture 7 Importing the Player and Enemy Models
Lecture 8 Adding Animation Blueprints
Lecture 9 Adding Animation Blendspaces
Lecture 10 Playing Animation Blendspaces
Lecture 11 Creating a C++ Anim Instance Class
Lecture 12 Unreal Properties
Lecture 13 Converting Nodes Into Functions
Lecture 14 Function Specifiers
Section 3: Lockon System
Lecture 15 Section Intro - Lockon System
Lecture 16 Debugging File Updates
Lecture 17 Creating an Actor Component Class
Lecture 18 Adding Input Actions
Lecture 19 Understanding Tracing and Channels
Lecture 20 Performing Traces With C++
Lecture 21 Locking the Camera and Player
Lecture 22 Rotating the Player Toward the Target
Lecture 23 Adjusting the Camera
Lecture 24 Ending the Lockon
Lecture 25 Breaking the Lockon
Lecture 26 Adding a Target Widget
Lecture 27 Adding Interfaces
Lecture 28 Validating Interfaces
Lecture 29 Implementing Interface Functions
Lecture 30 Combat Locomotion
Lecture 31 Observer Pattern
Lecture 32 Calculating the Player's Direction
Lecture 33 Lockon Section Cleanup
Section 4: Player Combat
Lecture 34 Section Intro - Player Combat
Lecture 35 Grabbing Socket Locations and Rotations
Lecture 36 Adding Tracing to Our Weapon
Lecture 37 Drawing Debug Shapes
Lecture 38 Storing Animation Montages
Lecture 39 Playing Combo Attacks
Lecture 40 Animation Notifications
Lecture 41 Enabling Root Animations
Lecture 42 Overriding Virtual Functions
Lecture 43 Applying Damage to Opponents
Lecture 44 Ignoring Targets
Lecture 45 Animation Notify States
Section 5: Stats
Lecture 46 Section Intro - Stats
Lecture 47 Creating Maps
Lecture 48 Defining Enums
Lecture 49 Instantiating Components
Lecture 50 Reducing Character Health
Lecture 51 Reducing Stamina
Lecture 52 Checking for Stamina
Lecture 53 Adding Sprinting
Lecture 54 Draining Stamina
Lecture 55 Stamina Regeneration
Lecture 56 Adding a Regeneration Delay
Section 6: Enemy Behaviour
Lecture 57 Section Intro - Enemy Behavior
Lecture 58 Starting the Boss Animation
Lecture 59 Pawn Sensing
Lecture 60 Running a Behavior Tree
Lecture 61 Blackboard Decorator
Lecture 62 Setting and Getting Blackboard Keys
Lecture 63 Creating Behavior Tasks
Lecture 64 Playing the Ranged Attack Animation
Lecture 65 Creating a Projectile Actor
Lecture 66 Spawning the Projectile
Lecture 67 Rotating the Projectile
Lecture 68 Rotation Interpolation
Lecture 69 Rotating With Anim Notify States
Lecture 70 Collision Overlap Event
Lecture 71 Changing Particle System Templates
Lecture 72 Setting Timers
Lecture 73 Disabling Collision
Lecture 74 Applying Damage to Players
Lecture 75 Generating Random Values
Lecture 76 Switching to the Charge State
Lecture 77 Animations With State Machines
Lecture 78 Playing the Charge Animation
Lecture 79 Overriding the TickTask Function
Lecture 80 AI Move Requests
Lecture 81 Binding a Function to an Event
Lecture 82 Boosting the Character's Speed
Lecture 83 Finishing Latent Tasks
Lecture 84 Unreal Structures
Lecture 85 Refactoring the Trace Component
Lecture 86 Supporting Damage on the Enemy
Lecture 87 Creating Behavior Tree Services
Lecture 88 Aborting a Task
Lecture 89 Switching to the Melee State
Lecture 90 Actor Move Requests
Lecture 91 Finishing the Melee Task
Lecture 92 Selecting Random Attacks
Lecture 93 Grabbing the Animation Duration
Lecture 94 Switching to the Range Attack
Lecture 95 Finishing Touches
Lecture 96 Creating a Melee Range Stat
Section 7: Game Interface
Lecture 97 Section Intro - Game Interface
Lecture 98 Designing the Player UI
Lecture 99 Pure Blueprint Functions
Lecture 100 Updating the UI With Events
Lecture 101 Fixing the Enemy's Target Reset
Lecture 102 Designing the Enemy UI
Lecture 103 Finishing the Enemy UI
Lecture 104 Widget Animations
Lecture 105 Playing Widget Animations
Section 8: Finishing Touches
Lecture 106 Section Intro - Finishing Touches
Lecture 107 Disabling Player Input
Lecture 108 Subscribing to Events With C++
Lecture 109 Stopping AI Brain Logic
Lecture 110 Destroying Widgets
Lecture 111 Ending the Lock on Behavior
Lecture 112 Cached Poses and Blending Bones
Lecture 113 Playing the Block Animation
Lecture 114 Using Dot Products
Lecture 115 Hit Animations
Lecture 116 Rotating on an Axis
Lecture 117 Ignoring Damage
Lecture 118 Spawning Emitters
Lecture 119 Fixing the Player Attack Reset
Lecture 120 Camera Shake
Lecture 121 Adding a New Map
Section 9: Course Wrapup
Lecture 122 Outro
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.

Screenshots


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