Mô tả

01. we start from very basic stuff like:

1. Downloading and installing unreal engine 5

2. Create different kind of project

3. Moving around the scene

4. Change objects position in different ways

5. Change scale and rotation

6. About world space and local spaces

7. Use snapping to make our life easier

8. Camera speed and different kind of views

9. About outliner, detail panel and content drawer


02. Next, we start with what is static mesh and importing different kind of them into unreal engine from different sources

And we talk about different problem that can happen when you import something

We talk about this kind of 3d objects:

1. import 3d models that have material but no texture attached

2. import 3d model that doesn’t have textures

3. import 3d model that has multiple part and multiple material

4. quixel 3d models and materials

03. next we start with first part of material section of this course

in this section we learn all the basic stuff of material in unreal engine that you should know to be able to import different kind of 3d model into unreal engine

this is basic section for material so we learn this basic stuff about them:

1. Create our first material

2. What is base color

3. metallic roughness and specular in materials

4. what is emissive color and how we can use them properly

5. how to use textures in materials

6. and at the end of this very basic section ill give you some exercise


04. Next, we start with Game mode

First what is game mode and why we need them in unreal engine 5

Next, we check some game modes like vehicle and first-person game mode

After that we start creating our own game mode as third person game mode


05. In next section we talk about how we can create playable character

We will talk about:

1. what is character class

2. how our character can move

3. how it can jump

4. how it can look up and down

5. how it can have cameras to be like first person or third person

6. how we can use spring arm properly

06. next we talk about the animations

for this section again we start from very basic stuff to more advanced stuff and because this section is much more important, I divided in to two sections so you will learn them as deep as possible in right time

1. we start with animation sequence, what it is and how we can use it

2. we learn about playing animation where ever we want

3. next we learn about animation blueprint, what it is and why it is very important to use it

4. we learn about state machines

5. how our character can walk jump run for basic movement

6. how we can use cached animations

7. what is blend space 1D and 2D and how we can use them

8. and at the end ill give you some exercise so you will learn this basic part better


07. in next section we will talk about BLUEPRINT and what you should know about them as starter


1. how blueprint works

2. how you can find what is in your mind in blueprint to do what you want to do

3. we talk about camera filed of view as an example to see how we can find stuff in blueprint

4. how we can change camera location

5. what is timeline and how we can animate things with timeline

6. how we can make our timeline smooth

7. what is the lerp node and how we can use them

8. how to organize variables

9. what is collapse node and where to use it

10. what are macros in unreal engine 5

11. what is function in blueprint and how it works and how we can use them


08. now that we know more about blueprint, we go back to animation again and we learn about:


1. turn right and turn left animation

2. aim offset

3. how we can have both turns and Aim offset together

4. animate spring arm

5. what are animation montages and how we can use them

6. what is layering animation with layered blend per bone and how we can use them

7. at the end we always go back to animation blueprint as we learn new things

09. next as a challenge and an exercise with the knowledge that we learn till here we create laser beam like laser beam of resident evil 4

10. in next section we start with user interface

As a basic UI for our game we start with widget blueprint basic stuff

1. how we can create widget blueprint

2. what is an slot and why we should use them

3. what is graphics options

4. what is render transform

5. we talk about texts in separate video

11. in next section we use what ever we learned from last section to create our own crosshair

We won’t stop there and we populate some functionality for our crosshair like spreading when we shoot our gun or jumping


12. at this point epic game release its unreal engine 5.1 and we learn how we can update our game and engine to latest version that is 5.1 at the time


13.after that we go back to crosshair and user interface section again to add more functionality to our game like Crosshair Spread with walking and running jumping and shooting the gun and crosshair be Accurate when aiming, and for doing all of these we learn about some new nodes that are important to know like:


1. how interp to work and how we can use them

2. how to use timers with event and functions

3. how to use line trace

4. what is yaw and pitch and roll and how we can calculate them

5. dynamic yaw and pitch offset calculation


14. next we should learn about audio in unreal engine

Right now, there is two type of audio engine in ue5.1 first one is sound cue and second one is meta sound

Both of them are important and we learn both of them in separate sections


1. how to import audio files to unreal engine 5

2. ambient sound options

3. what is attenuation and how we can use them to create realistic audio

4. how to play sound from blueprint

5. branch in sound cue

6. Concatenator

7. Continues modulator

8. Delay node

9. Modulator

10. How to randomize stuff with Random node

11. What is switch node and how we should use it


15.after this we should learn about meta sound

New way of sound design for games that you can use to create music too . whatever you see other games can do with music and sound you can do it with meta sound easier

for this section we learn all the basic next as an example we create a music with some beats after that as another example we create an ambient sound with some effects and for doing them we will learn about:


1. How to create meta sound

2. What is the inputs

3. Trigger repeat

4. Delay node

5. What is graph input

6. How we can control meta sound from blueprint

7. How we can use mixers

8. How we can use sine waves

9. What is envelopes

10. Randomize playing audios

11. How to use ADSR envelope float

12. What is BPM and how we can use it

13. How we can use notes in meta sound

14. How we can use beats to create music



16. next we use all of our knowledge that learn till here to add sound to our own game

For our course game we add footstep audio and weapon fire shot audio

1. First, we find some audio from internet

2. We learn how to extract and convert audios that we find from internet

3. We use animation sequence to play sound when foot touch the ground

4. We learn how to use anim notifier


17. now it is time to learn more about materials, learn more advanced stuff and during course we add to our material knowledge as well because some section we should learn it by practical example

So that’s why I’m saying animation section will never end and we will add to it when you learn enough about other things

Material as well we will learn more with practical examples during course

But for this section we will learn about:


1. Preview panel

2. Data types with base color

3. Roughness

4. Texture sample

5. Lerp in materials

6. Texture coordinate

7. Component mask and append Many

8. Time node

9. Panner

10. Material instances

11. Comments

12. Sine node

13. Sine remapped node

14. Animate opacity

15. Animate World position offset

16. Why we should use Reroute node and how to use it

17. How to control Brightness contrast saturation and tint color

18. Switch and texture parameter


18. now that we know enough about material and blueprint we can learn Niagara particle system in unreal engine 5.1

For this section we start from very basic stuff in Niagara and we will create a lot of effects and logic in there

Like fire, smoke, bullet shell ejection, blood splatter on the ground, muzzle flash and …

For all of these effects first we need to learn all the basic stuff like:


1. Create empty Niagara system

2. Spawn rate

3. How velocity work and how to use it

4. We will talk about Initialize particle module

5. Curves

6. Shape location for spawning particle in a shape

7. We talk about forces in Niagara system like Gravity force and drag

8. Niagara Options

9. We will talk about how to use subuv textures in Niagara

10. Next, we talk about Niagara parameters

11. Next, we talk about different type of renderer like Ribbon renderer

12. Light renderer

13. Mesh renderer

14. And next we will learn how we can spawn particle on the body of our character

19. in the next section we use all the knowledge that we learn from material and Niagara section to create some effect for our course project

1. First, we import some static mesh for our Niagara system for shell injection

2. we create material for that bullet and shell

3. we create our VFX and add it to gun of our character

4. we create muzzle flash material

5. for creating muzzle flash VFX we use multiple Niagara emitter

6. we design another Niagara system for when bullet hit something

7. at the end we learn how to add decal automatically where bullet hit something


20.because we need to create different kind of bullet, we should learn more about collision and physics in UE 5.1

That’s why in this section we learn about


1. what is collision and physics in UE

2. we learn about simple and complex collision

3. we learn pro way of creating simple collision that is more efficient

4. next we learn about physics simulation

5. we learn about different kind of collision and their event

6. after that we learn about collision preset and object types


21.with all of our knowledge till now we create 3 kind of bullet for our course project

1. first bullet we create it with simple adding

2. second bullet we create it with physics and applying forces

3. and third bullet we use Projectile movement, the library that unreal engine developers created for us

22. next it is time to talk about lights and fogs


1. we learn about dynamic light and baked light

2. point light

3. spot light

4. rect light

5. skylight

6. sun Direction light


23. now that all the basics are covered it is time to create some level

We will create two level

One just a small town and another one really big landscape

But as beginner we should start with small town


1. we talk about marketplace and its asset

2. we learn how to create blend material and how to use them. so, you can see we are learning more about material with practical case use

3. we will start by creating some road and sidewalks

4. next we add some puddles

5. next we learn a lot of tricks for positioning stuff on our level

6.

7. next it is time to add some props

8. next we add some light that at night turn on and at day it turn off

9. next we add traffic lights that automatically work and turn on and off by itself

10. we add some trees and bushes in old way

11. next we learn some tricks about selecting object

12. next we use foliage system as basic as possible because foliage has its own section

13. next we use nanite to optimize our level more

14. next we start creating our building and its lights

15. next we add day and night cycle to our scene and we learn to do it in two different way that has their advantages

16. next we learn about if it is day or night so all light automatically turn off during day

17. next we talk about event dispatcher in detail

18. next we learn how we can modalized building so we can use them multiple time where ever we want


24. in next section we will learn all about different kind of creating landscape

With unreal engine and with Gaea

1. first, we learn how we can create landscape in unreal engine

2. next we learn how we can use landmass to create landscape

3. next we learn about ocean in unreal

4. next we talk about rivers

5. next we use Gaea that is really cool and easy to use software to create really good landscape

6. we will talk about Gaea graph and how it works

7. next we learn how to import Gaea landscape to unreal engine

8. next we learn the calculation for importing from Gaea to unreal


25. next we use what we learn to create landscape for our course project

For that we use Gaea to create our landscape

1. create some mountain

2. combine and transform landmasses in gaea

3. build our landscape

4. import it to unreal engine with right calculation


26. now it is time to learn all about tricks and tips for creating material for our landscape

1. we learn where to download right textures for our landscape

2. we learn about materials function and how we can use them

3. we learn all about material function inputs

4. we learn about ORD textures

5. we learn about camera depth fade

6. texture bombing

7. macro variation

8. world align texture

27. next we should create our landscape auto material in modular way so we can use it where ever we want

1. we create auto landscape material

2. we use material function that we learn in last section to make everything more modular and readable

3. we learn about parameter priority

4. we learn how to fix landscape specular value

5. we add some normal for our landscape

6. we use ORD textures for our material

7. we learn how to use layer blend

8. we learn how to paint on our landscape

9. we learn how to use flow path that we build in Gaea

10. we learn about slope layer

11. we learn how to calculate our own slope layer

12. we learn how to use world aligned blend

13. we learn how to create transition from grass to soil

14. we will create snow material

15. we learn how to use world position node

16. we learn how we can add auto snow at top of mountain


28. Next we should talk about foliage system. there is two type of foliage system. one of them without collision and one that is fairly new thing in unreal engine is with collision

1. first, we talk about manual foliage

2. next we talk about auto grass

3. next we will talk about procedural tree spawn

4. next we talk about Cluster, Curl distance

5. next for optimization we talk about LOD or level of details

6. we learn how to automatically spawn some tree somewhere and not spawn tree some other places

7. at the end we will talk about the options that we have




29. now it is time to talk about AI in ue5.1

1. first, we download some asset and create some material for them

2. next we talk about all necessary stuff that we should create for our AI to work

3. next we talk about go to location functionality of AI

4. we make our droid to patrol between two locations

5. next we teach our droid to follow player if player get close to droid

6. at the end we talk about blackboard, decorator and selector node


30.droid is good but we need better enemy to kill. That’s why we choose to use zombie as our enemy

1. download zombie character from mixamo

2. we create character class for our zombie

3. we check for head shot when we shoot the zombie

4. we talk about physics material and surface type

5. we create material for blood

6. we create Niagara system for when we hit the zombie there would be some blood spill on the ground

7. we create decal material for blood so when we shoot the zombie there will be some blood on the ground

8. we create health bar for our zombie

9. we use some animation for our zombie

10. we create some hit number with some animations


31. now that our zombie character is ready we can create some AI for it

1. we create AI for our zombie so it can patrol between two point

2. when our zombie sees the player, it will chase the player

3. when zombie get close to our player it can attack our player

4. when we shoot zombie, they will chase us as well

5. next we download more skin for our zombie so we have multiple zombies as enemy


32. next it is time to make our player character more beautiful with some functionality

1. we create health bar for our player

2. we add some animation for our player health bar when it is attacked by zombie

3. we create some item like shield

4. we add some pickup animation for our item

5. next we create some glow for our item material

6. next we create some UI to show more information about pickup item

7. next we add some animation to that UI as well


33. next it is time to talk about new feature in unreal engine that is called control rig

1. first we create control rig

2. we learn what is controls

3. we learn some way to do creating controls fast

4. we learn about basic IK

5. we learn how we can create animation ourself with forward solve

6. we learn how to edit animations that we have with backward solve

7. next we learn Full body IK

8. we use full body IK to put our player character foot always on stairs in runtime





34. next we use all of our knowledge with some new node that I show you to create beautiful main menu

1. we learn how we can create camera and how to switch between them

2. we learn how we can create animation for our cameras with level sequencer

3. and at the end we will create a beautiful main menu with our first level that we create together











Bạn sẽ học được gì

Niagara System

Materials

Animations

Blueprint

AI

User interfaces

Landscape

Enviroment

Yêu cầu

  • this is from very basic so you dont need to know anything

Nội dung khoá học

38 sections

Basics

9 lectures
01 download and install unreal engine 5 and create our first project
04:28
02 move around scene and change position of objects
03:32
03 change scale and rotation of an object in our scene
03:31
04 world space and local space and surface snapping
04:55
05 snapping , camera speed and views
06:10
06 outliner
04:34
07 detail panel
05:19
08 content drawer
04:58
discord channel
00:05

Imports

8 lectures
09 what is static mesh and material
03:07
10 diffrent kind of 3d models
06:55
11 import 3d models that have material but no texture attached
04:34
12 import 3d model that doesnt have textures
03:08
13 import 3d model that has multiple part and multiple material
03:57
14 quixel 3d models and materials
04:08
3D model used in this section
00:01
what you should know
02:23

Materials

10 lectures
15.Create our first material
04:33
16.Base color of material
04:25
17.metalic roughness and specular in materials
03:34
18.emissive color
02:14
19.use textures in materials
04:59
20.matrial wrap up
01:09
21.Excersize - material 1
03:44
22.Excersize - material 2
04:54
Bonus material tutorial
00:01
24.Documentation About materials
00:01

Game Mode

9 lectures
23.Game Mode introduction
07:23
24.Check vehicle and first person game mode
07:19
25.Create a game mode and pawn
09:56
26.add static mesh and camera to our pawn
04:50
27.Event graph default nodes
06:27
28.Input setting action mapping
04:15
29.Axis mapping
04:33
30.move our pawn in blueprint
04:58
31.Find node that you want in unreal engine
03:37

Character class

10 lectures
32.Create character blueprint class
04:01
33.Character blueprint class
02:40
34.add movement to our character class
04:38
35.left and right movement
02:38
36.jump in character class
02:20
37.orginizing blueprint nodes and make comments
06:26
38.Look up and down and turn left and right
07:37
39.add skeletal mesh to our charactert
03:49
5.2 Update : Import Asset that is not compatible with our unreal engine versi
02:57
40.spring arm for camera
03:29

Enhanced Input Basics

7 lectures
Setup Project for learning enhanced input
04:03
Enhanced input for Jump
06:08
Enhanced input for going forward and backward
04:21
Enhanced input for moving right and left
02:57
Enhanced input for looking up and down
02:43
Enhanced input for looking left and right
02:43
My youtube Video about Enhanced Input
00:00

Animation part01

12 lectures
41.Animation sequence introduction
05:06
42.Play animation in character class
03:29
43.animation blueprint
03:39
44.State machine
11:48
45.fix sliding
05:28
46.jump animation
08:30
47.cached animation
06:28
48.Excersize add run cabality to our character
01:48
49.Run animation
06:07
50.Blend Space 1D
08:06
51.Blend Space 2D
11:11
52.use Blend space in animation blueprint
02:34

Lets learn more about Blueprint

12 lectures
53. Excersize Camera field of view
06:44
54.change field of view for aiming
06:27
55.change camera location
06:03
56.Timeline
08:48
57.Use time line to animate camera
06:59
58.make timeline smooth
01:45
59.lerp node
07:26
60.Orginize Variables
02:41
61.Collapse Node
07:53
62.Macroes
06:06
63.Functions
10:49
64.triple A games camera movement
11:24

Animation part02

13 lectures
65.What we are going to do for next step
00:58
66.Calculate Turn left and right
07:05
67.Turn Right and Turn left
10:52
68.Aim offset animation
08:33
69.Calculate Aim offset yaw and pitch
08:58
70.seperate aim and turn animation
09:49
71.Spring arm or Camera boom or camera rail
07:18
72.Animate Spring arm
06:43
73.Animation mongases
10:57
74.Layered blend per bone
09:08
75.turn right and left 90 degree with aim offset
20:54
76.fix running and gunning
04:58
Update 5.2 5.3 Jitteriness and turn animation fixes
06:47

Resident Evil CrossHair

2 lectures
77.Create laser shape at the end of our gun
09:05
78.Create Laser material
04:25

User Interface

7 lectures
79.Download Crosshair
02:11
80.Widget blueprint class
05:23
81.Slot Setting
07:55
82.Graphic options
05:58
83.Render transform
03:09
84.Text in UI
03:55
85.Widget UI blueprint
06:59

Crosshair Part01

3 lectures
86.Crosshair on widget blueprint
05:41
87.Cross hair Spread Function
07:34
88.Default spread amount
11:46

Unreal engine update 5.1

2 lectures
89.Update unreal engine to 5.1 and see the problems
06:07
90.Fix animation on ue5.1
05:20

Crosshair Part02

17 lectures
91.Calculate Spread amount for walking and running
08:03
92.Calculate Spread amount for when jumping
03:18
93.Use interp to
04:05
94.Calculate Spread amount when we are aiming
04:12
95.Aimig spread amount with interp to
01:41
96.Calculate spread amount for firing weapon
04:25
97.Timer with custom event and function
06:54
98.Automatic rifle with timer
06:21
99.Create new level in unreal engine 5
05:06
100.Line trace by channel
09:28
101.save where our gun is aiming at
03:36
102.yaw offset and pitch offset
04:36
103.Project to screen and get middle of screen
07:37
104.dynamic Yaw offset calculation
03:36
105.dynamic pitch offset
04:22
106.Smooth aiming
04:27
Update Video with ue5.3 make aiming more smooth
02:18

Sound CUE

12 lectures
107.Import audio file to unreal engine
05:06
108.ambient sound options
03:35
109.Attenuation
03:08
110.Play sound in blueprint
04:05
111.Sound cue
04:04
112.Branch in sound cue
04:26
113.Concatenator
01:08
114.Countinuse modulator
04:45
115.Delay node
02:20
116.Modulator
02:46
117.Random node
01:28
118.switch node
02:37

Meta Sound

12 lectures
119.Create meta sound
11:48
120.Inputs and Trigger repeat and delay node
04:09
121.graph Input
06:07
122.Control meta sound in blueprint class
08:41
123.Randomize audio for wave asset
06:59
124.Mixers
03:49
125.Sine wave and envelopes
04:28
126.ADSR envelope float
11:56
127.Stop fire by gain
05:30
128.BPM and random float node
14:11
129.Notes in meta sound
08:00
130.Use beats in metasound
04:54

Course project Audio

6 lectures
131.Download footstep audio and sxtract it
05:16
132.Create metasound for walking
02:32
133.play sound in animation sequence
05:58
134.use anim notify to play a sound
05:07
135.Running sounds
02:18
136.Fire weapon audio
03:54

Materials

19 lectures
137.Material Section overview
01:48
138.Preview panel
05:52
139.Data types with base color
06:45
140.Roughness
02:43
141.Texture sample
06:29
142.Lerp
04:48
143.Texture coordinate
03:04
144.Component mask and appendMany
05:56
145.Time node
02:42
146.Panner
04:02
147.Material instances
07:39
148.Comments
01:17
149.Sine
04:47
150.Sine remapped
03:20
151.Animate opacity
06:18
152.Animate World position offset
03:15
153.Reroute node
03:41
154.Brigtness contrast saturation and tint color
07:46
155.Switch and texture parameter
07:07

Niagara system

16 lectures
156.Create empty niagara system
03:27
157.Spawn rate
07:53
158.Add velocity
07:51
159.Initilize particle
08:05
160.Curves
06:23
161.Shape location
06:27
162.Gravity force and drag
03:57
163.niagara Options
06:58
164.Niagara Somke effect
06:27
165.Niagara material with subUV
07:29
166.Niagara Fire
11:43
167.Niagara Parameter
05:45
168.Ribbon renderer
13:45
169.Light renderer
04:35
170.Mesh renderer
08:07
171.Mesh reproduction
06:56

Course project Niagara

14 lectures
172.Import bullet and shell
02:31
173.Create material for bullet and shell
04:40
174.Shell ejection with niagara system
07:18
175.Add shell ejection VFX to character
05:38
176.niagara debries for muzzle flash
04:32
177.Add niagara debries VFX to Gun
03:06
178.Smoke for muzzle flash
05:18
179.Create muzzle flash material
03:55
180.muzzle flash niagara
05:05
181.Create Bullet blueprint class
11:03
182.VFX for bullet
04:45
183.Niagara Impact bullet effect
03:28
184.Bullet impact VFX
05:10
185.Bullet hole impact decal
06:44

Collision and physics

6 lectures
186.Collision and physics introduction
03:47
187.Simple and complex collision
05:47
188.Create simple collision best way
06:51
189.Physics Simulation
05:53
190.Collision Events
09:04
191.Collision Preset and object type
07:39

Course Project Physics Bullet

3 lectures
192.shoot bullet with physics and force
05:07
193.Projectile Movement
03:27
194.Fix smoke problem
01:35

Lights and Fog

6 lectures
195.Dynamic light and Baked light
10:03
196.Point light
07:13
197.Spot light
04:06
198.Rect light
03:20
199.SkyLight
05:06
200.Sun Directional light
09:37

Enviroment design

34 lectures
201.Download from marketplace
06:25
202.Create blend material
05:05
203.Use blend material
12:11
204.Create road with asphalt
04:29
205.Decals for road
04:09
206.SideWalk
09:43
207.Add puddle
03:28
208.Add props
08:59
209.Street light
08:30
210.Traphic lights
09:38
211.Traphic light logic
08:20
212.Corner and trees and bushes
09:57
213.Tiling
11:05
214.Selection tool
03:56
215.Foliage
15:10
216.Nanite
16:53
217.Building Front
14:00
218.Building second floor
11:36
219.Bulding wall and windows
09:23
220.Building roof
12:58
221.window light
11:29
222.Day and night cycle
06:05
223.Check if it is day or not
07:21
224.Event dispatcher
08:56
225.Event dispatcher Commenting
08:27
226.Light on the nights
04:41
227.House lighting
06:27
228.Create Blueprint for our House
07:03
229.Day and night cycle for house
08:18
230.Day and night cycle with timeline
07:08
231.Create another building from demo asset
08:40
232.Fix and add some light
04:09
233.New house lighting day night cycle
06:55
234.add some more props
19:50

Landscape

8 lectures
235.Landscape in unreal engine 5
16:10
236.landscape landmass in unreal engine 5
12:20
237.Ocean in unreal engine 5
12:00
238.River in unreal engine 5
06:01
239.Gaea introduction
09:04
240.Gaea Graph
08:13
241.Gaea to unreal engine
08:03
242.Gaea to ue scale and height calculation
09:48

Course Project Landscape

4 lectures
244.Create mountrain
09:42
245.Combine and transform multiple mountain
07:09
246.Build landscape
08:39
247.Import landscape to unreal engine
11:30

Landscape Material

10 lectures
248.Download some texture
03:42
249.Material Function
08:24
250.Material function Input
08:58
251.ORD textures
04:47
252.Repeated patern of material
04:04
253.Camera depth fade
07:44
254.Use camera depth fade for landscape
04:05
255.Texture bombing
05:27
256.Macro variation
07:10
257.World align texture
06:24

Course project landscape material

18 lectures
258.Create auto landscape material
07:58
259.Material Function
11:20
260.Parameter priority
04:03
261.Texture bombing
06:25
262.Specular of landscape
07:04
263.Normal of landscape
09:46
264.ORD texture
04:51
265.Layer Blend
07:42
266.paint on landscape
03:50
267.Use flow path
04:16
268.Slope Layer
06:30
269.Calculate Slope
10:21
270.Use calculated slope with landscape material
06:27
271.Use world aligned blend for slope layer
07:53
272.Transtition from grass to soil
06:27
273.Create snow material
04:59
274.World position
06:53
275.Auto snow
09:04

Foliage

10 lectures
276.Folaige system
04:28
277.manual Foliage
07:39
278.Auto grass
12:13
279.Procetural Tree spawn
06:26
280.Cluster in procetural tree
09:57
281.Curl distance
04:46
282.Level of details
03:52
283.Exclude layer
03:54
284.Exclude layer for grass
04:51
285.Procedural trees options
11:31

Simple AI

11 lectures
286.Download asset for ai
06:21
287.Create material for droid
03:12
288.Create all class that is needed for AI
11:23
299.Find way to go location
13:46
300.Make droid patrol between two location
10:10
301.Use show widget variable for location to go
08:47
302.Patrol point with widget
08:04
303.Chase Player
03:59
304.Set blackboard variable directly from character class
08:28
305.Get player object
06:39
306.Decerator and selector
09:32

Zombie Character

24 lectures
307.Download and import zombie character
10:21
308.Create character for zombie
08:38
309.Which part of zombie we hit
04:35
310.Phyisics material and surface type
08:26
311.Blood drop material
10:21
312.Blood drop niagara system
06:13
313.Send particle data from niagara to blueprint
04:51
314.Get collision data in blueprint
06:17
315.Create blood decal
14:05
316.Spawn blood decal
08:15
317.Shoot the edge of zombie
13:11
318.Organize the blueprint
03:36
319.Apply damage and recieve damage
03:46
320.HeadShot
03:53
321.Zombie health
04:16
322.Health bar
07:01
323.Animation montage
06:54
324.Zombie Animation Blueprint
05:18
325.Zombie stay dead animation
04:31
326.Show and Hide health bar
04:30
327.Hit number widget
08:01
328.Hit number location
03:11
329.Hit number animation
04:16
330.Hit number color
04:32

Zombie AI

18 lectures
331.Create zombie ai asset
05:51
332.Zombie patrol
05:55
333.Zombie walk animation
06:42
334.Zombie Chase player
06:05
335.Zombie stay dead and not moving
08:04
336.Zombie Run
05:52
337.Zombie stunned when shooting it
06:35
338.Zombie chase player if hit by bullet
03:05
339.Nav mesh size
03:01
340.Collision for attack range
03:21
341.Attack anim montage
04:26
342.Zombie attack player
06:50
343.Zombie attack collision
04:06
344.Apply damage to Player
02:36
345.Attack Collision notify
04:03
346.Wait task
03:41
347.Zombie skin
07:29
348.Zombie Random skin
04:12

Player Character

17 lectures
349.Player health bar
08:18
350.Health bar animation
04:29
351.Character hit animation montage
04:21
352.character hit animation
02:14
353.Shiled actor
08:33
354.PickUp item widget blueprint
09:44
355.Add widget to item
07:04
356.Widget star
07:10
357.Add shield amount to hud
08:09
358.Shield bar animation
07:46
359.Star animation
04:10
360.Get in front of camera position
08:36
361.Shiled pickup animation with VInterpTo
06:09
362.Get values from curves
11:32
363.use curve value to animate shield
09:21
364.Shield Glow
08:17
365.Shield glow with Fresnel
11:17

Control rig

15 lectures
366.Create control rig
10:20
367.control bone with control
09:16
368.Create controls fast
07:30
369.clavicle controls with FK
06:32
370.Basic IK in control rig
11:06
371.Right arm basic IK
06:24
372.Foots IK
09:59
373.Create animation with control rig
06:35
374.Backward solve
12:53
375.Edit animation with control rig
10:12
376.Full Body IK setup
09:47
377.Foot IK on the ground introduction
07:55
378.Foot trace function
08:27
379.Calculate distance between foots and the ground
08:04
380.Put foot on the ground
12:11

Main menu

6 lectures
381.Switch between camera
08:03
382.Camera animation
08:15
383.Make level ready for main menu
09:56
384.create main menu widget blueprint
06:25
385.Main menu buttons
10:41
386.On click event for main menu button
08:36

Bonus Section : Loading Screen

3 lectures
Open level from Blueprint
04:10
Fade when going to next level in unreal engine 5.2
02:54
Loading screen in unreal engine 5.2
04:53

Enhanced Input Course Project

6 lectures
01.Add Mappging Context
02:58
02.Input action fire
04:48
03.Run and AIm Input action
03:49
04.Jump Input action
01:06
05.Input action for Looking around with mouse
07:19
06.Enhanced input for moving
07:37

Your game review

1 lectures
Kachu First person horror game
04:42

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