Mô tả

This is the Ultimate Blueprint course for Unreal Engine 5.

In this course, you will start with absolutely no experience in game development whatsoever. All of the important terms and concepts in game development will be introduced to you and explained carefully and in detail. By the end, you will have four small game projects of different genres, ranging from 2D to 3D, and you'll understand the underlying principles needed to make any creation you can imagine.

The course starts you off as a complete beginner, but experienced developers will also benefit from this course, as many best practices and advanced features are covered throughout.

The course begins at the beginning - downloading the Epic Games Launcher, where we will install Unreal Engine 5, as well as gain access to the Epic Games Marketplace where we can get tons of free, high-quality assets for our games. After familiarizing ourselves with the Unreal Engine editor, learning about asset types and how to import asset files, we get some practice manipulating objects in the level and building simple game environments with free asset packs.

We then get started learning the basic structure of the Blueprint visual scripting system, as well as cover the fundamental math skills every game developer needs to understand. We get practice visualizing vectors in the engine with the various debug drawing Blueprint nodes.

With the original assets created specifically for this course, we then create our first simple game, Bad Bot - a drone flying shooter. We cover the fundamentals of Unreal Engine's class hierarchy, learning about the various game classes that come together to form a basic game - including the Actor, the Pawn, the Game Mode, and the Controller. We learn how to bind inputs from keyboard, mouse, and console controller using Unreal Engine's Enhanced Input System. This project covers spawning enemy bots, firing projectiles, and adding sound and visual effects such as impacts and explosions, before finishing the level with a boss fight.

We then dive deep into Unreal Engine's collision framework, with a section dedicated to the collision system in Unreal Engine. We learn how Unreal Engine handles collision, including knowledge of:

  • The physics system versus the query system

  • Collision Complexity and how meshes can have both simple and complex collision and how to configure these

  • How the method of movement determines the type of interactions objects will have with each other

  • Sweeping collisions versus physics collisions

  • Collision Enabled, Collision Object Types, and Collision Responses, and how these work together

  • Custom collision channels, custom collision profiles, and optimization for performance

By the end of this chapter, Unreal Engine's collision framework will be completely demystified and you'll easily be able to configure the collision settings correctly so that your game object interact as intended, optimized for performance, and without invisible collision interactions affecting the game's frame rate.

With our newly-acquired collision skillset, we start the second game project of the course, Jetpack Journey - a third-person platformer with Kix, an original character created, rigged, and animated for this course. Kix has a jetpack, allowing us to step up our complexity, going from the Pawn class to the Character class. We learn about the Character Movement Component, and how to change movement modes from walking to flying. We implement a fully-functional jetpack with a blendspace, allowing for smooth blending of animations while flying. This project involves creating precious resources in the form of jet fuel, allowing us to implement pickups to refuel, a progress bar for the fuel percent, and moving platforms that force the player to use the flying capability. We learn about some very important concepts in this section, including:

  • Movement modes, and switching to flying mode

  • Single and two-dimensional Blendspaces to blend between animation poses

  • Binding inputs in the Player Controller versus the Character class

  • Keeping Blueprint nodes clean and readable

  • Managing class dependencies and coding best practices - we're using Blueprints, but we should still follow best practice!

  • Skeletal Mesh Sockets, utilized for jetpack thruster effects

  • Enforcing precious resources in the form of jet fuel, with jet fuel pickups to refill fuel

  • Use of UMG (Unreal Motion Graphics) to create UI including a progress bar to display fuel percent

  • The impact of Casting on runtime performance and memory via the creation of hard references

  • Analyzing class memory size via the size map, and dependencies via the reference viewer

  • Reducing file size with texture compression

  • Lazily loading of assets at runtime and how to load assets asynchronously, using soft object and class references

  • Lighting and Post Processing

This section covers many important aspects of game development that even experienced developers aren't aware of. You're verging on intermediate-to-advanced territory with some of these!

The next game project introduces Unreal Engine's 2D capabilities, as we enable the built-in Paper2D plugin for 2D games. We also download the now-free PaperZD, a very important 2D plugin allowing us to use important 2D features for our games. This section's game project is a 2D dungeon-crawling side-scroller with Red Hood, a hooded 2D figure who ventures through a dark dungeon, battling skeleton minions via melee combat. We cover some valuable ground in this section, including:

  • Where to get free 2D assets, including animated characters, props, UI and environments

  • Creation of sprites, flipbooks, tile sets and tile maps

  • Important settings for a 2D Unreal Engine game project

  • 2D level creation

  • Enemy AI with the Behavior Tree and Blackboard

  • Combat and combo attacks

  • Use and creation of the compound data types such as enums and structures

  • Floating damage numbers

  • Implementing melee combat

By this point, you will have the skills necessary to create your own game projects, but we're not quite done yet. We wrap up the course with a final section on Unreal Engine's Chaos Vehicles! Chaos Vehicles are Unreal's physics-based vehicle system. We use original assets created specifically for this course, importing a sci-fi car and wheels into the engine. We use the engine's built-in rigging tools to create a skeleton and skin it to the mesh, before creating a fully-functional chaos vehicle. We end by implementing enter/leave functionality for the car, by migrating the vehicle into our Jetpack Journey project so Kix can enter and leave the vehicle. We learn:

  • Creation of Skeletal Meshes from Static Meshes

  • Rigging and skinning, creating a vehicle skeleton and physics asset

  • Creation of a fully-functional chaos vehicle with keyboard/mouse and console controller input (using Enhanced Input)

  • Coverage of Chaos Vehicle settings including torque/rpms, friction, front/rear/all-wheel drive, front/rear wheel steering, and more

  • Migrating the vehicle into our Jetpack project

  • Changing possession of Pawns/Characters to enter and exit the vehicle.

By the end of this course, you will have gone from absolute beginner to having intermediate/advanced skills. You will understand the principles necessary to create game projects on your own. You will have hands-on practice, as well as theoretical knowledge underlying every tool and concept used throughout this course.

You will also have access to our Druid Mechanics Discord Community, a community of over 23,000 students of all skill levels, all interacting, conversing, and helping each other throughout their game development journeys.

After this course, you will fully understand Unreal Engine's architecture and class hierarchy. If your aim is to develop your own games, or even to further your career or learning journey, or move on to tackle Unreal's C++ system, this course will prepare you and equip you with the skills needed to do so.

You will gain lifetime access to the course for a single, one-time fee. You will have access to all updates and patches made to the videos.

If you're ready to learn how to make your own games, this course is ready for you.

See you soon!

Bạn sẽ học được gì

Create complete games of different genres including flying shooters, 3D platformers, 2D side scrollers, and vehicles .

Program gameplay with Blueprints, without needing to write code.

Get free, high quality assets for levels, characters, props and effects into your game projects.

Blueprint best practices for development, including optimization, speed, memory, and project structure.

Unreal Engine's modeling and rigging tools.

Create effects with Niagara Systems and MetaSounds.

Understand Unreal Engine Materials and create Materials from pro texture maps.

Manage dependencies, the impacts of Tick and Casting, async loading of assets, soft object references and soft class references.

Yêu cầu

  • No experience necessary. Start as an absolute beginner.
  • A desire to learn how to make video games!
  • A computer with internet access.
  • Must meet the minimum system requirements to run Unreal Engine 5.

Nội dung khoá học

11 sections

Introduction

16 lectures
Introduction to Unreal Engine
05:22
Assets for the Course
00:24
Your First Challenge
02:52
Installing the Engine
13:23
Our First Project
18:00
Editor Layout
13:52
Play In Editor
15:16
Manipulating Objects
23:49
Perspective
07:07
File Types
12:54
Mesh Scale
06:03
Materials
21:49
Drone Material
17:14
Marketplace Assets
15:27
Migrating Assets
12:10
Section 1 Quiz
5 questions

The Blueprint Visual Scripting System

9 lectures
What is Blueprint
03:38
The Level Blueprint
12:55
Creating a Blueprint Class
05:38
Components
08:27
Append String
13:10
Coordinates
05:08
Debug Shapes
07:52
Local vs Global Space
09:05
Section 2 Quiz
5 questions

Vectors and Rotators

16 lectures
Vectors
08:55
Vector Examples
06:38
Vector Examples Practice
21:55
Vector Operations
08:21
Vector Operations Examples
07:42
Vector Operations Practice
26:17
Vector Magnitude
11:07
Vector Magnitude Examples
02:33
Vector Magnitude Practice
17:25
Booleans and Branches
13:45
Vector Normalization
07:24
Vector Normalization Practice
23:20
Delta Seconds
10:16
Rotators
06:05
Rotators Practice
15:55
Section 3 Quiz
5 questions

Bad Bot - A Drone Flying Shooter Game

23 lectures
Multiple Materials Per Mesh
11:32
Geting a Reference to the Pawn
17:27
Interpolation
10:19
Static Mesh Sockets
07:29
Blaster Beam Mesh
07:33
Spawning Actors
08:21
Projectile Movement
07:54
Blueprint Functions
12:32
Niagara Systems
18:22
Spawning Effects
20:51
Meta Sounds
25:11
Timers
17:03
Hit Events
18:33
Expose on Spawn
07:27
Floating Spheres
12:46
Rotating the Spheres
08:20
Timelines with Float Curves
16:20
Timelines with Vector Curves
18:02
Sphere Spawner
13:18
Overlap Events
24:33
Game Mode
20:11
Bad Bot Level
13:48
Section 4 Quiz
5 questions

Pawns and Enhanced Input

9 lectures
The Pawn Class
11:02
Creating a Custom Pawn Class
05:07
Adding Components to the Bot Pawn
07:07
The Enhanced Input System
23:16
Firing the Rifle
13:11
Mouse Movement
09:27
Floating Pawn Movement Component
17:40
Camera Lag
07:03
Section 5 Quiz
3 questions

Collision Essentials

11 lectures
Unreal Engine's Collision Framework
22:18
Collision Complexity
13:10
Queries
17:31
Sweeeping Collisions
16:30
Set Actor Location with Sweeping
11:05
Collisions with Physics
08:37
Collision with Movement Components
06:19
Collision Callbacks
16:39
Custom Collision Presets
12:03
Custom Collision Object Types
13:42
Section 6 Quiz
4 questions

Bad Bot Wrap-Up and Boss Fight

11 lectures
Material Instances
06:11
Blueprint Interfaces
21:03
Widget Blueprints
12:05
Line Trace for Aiming
41:26
Level Assets
04:57
Bot Spawn Volume
13:16
Spawning Bots
14:06
Boss Bot
21:44
Boss Challenge
09:01
Boss Challenge Pt 2
12:15
Section 7 Quiz
3 questions

Jetpack Journey - a 3D Platformer with a Jetpack

38 lectures
The Character Class
12:29
Creating the Kix Character
09:26
Kix Game Mode
03:38
Camera and SpringArm
02:09
Look Input Action
04:15
Kix Player Controller
13:48
WASD Movement
22:30
Clean Nodes
07:50
Jumping
06:42
Console Controllers
11:06
Animations
16:33
Blendspaces
15:46
State Machines
19:09
Movement Parameters
10:30
State Alias
05:32
Skeletal Mesh Sockets
10:07
Thruster Effect Components
04:44
Activating Thrusters
11:33
Thruster Sounds
17:07
Flying Mode
14:41
Thruster Movement Input
06:29
Flying Blendspace
22:13
Blend Poses vs State Machines
08:39
Sound Notifies
10:28
Jet Fuel
08:55
Enforcing Jet Fuel
17:28
Fuel Assets
08:00
Jet Fuel Actor
09:19
Refilling Jet Fuel
06:50
Juicing it Up
09:35
Widget Blueprints
17:29
Fuel Bar
20:02
Class Dependencies
09:10
Updating the Fuel Bar
05:12
Casting and Memory
17:38
Texture Compression
20:41
Soft References
20:20
Section 8 Quiz
5 questions

Platformer Mechanics and Advanced Skills

15 lectures
Platforms
10:18
Pressure Plate
07:00
Moving the Plate
09:31
Interact Interface
13:26
Floating Platform
10:59
Ping Pong Platform
18:52
Placing Items
10:06
Packed Level Actors
16:17
Win and Lose
14:22
End Game Menu
26:07
Menu Functionality
17:49
Event Dispatchers
11:47
Data Types
08:10
The Construction Script
09:33
Section 9 Quiz
5 questions

A 2D Dungeon Crawler - Red Hood

51 lectures
Free 2D Assets
04:55
Project Creation
09:05
Sprites
13:33
Flipbooks
13:03
Paper Character
08:39
Camera Settings
11:20
Input
13:20
PaperZD
12:28
Locomotion
08:26
Transitional Animations
13:14
Sound Notifies
09:12
Jump Sounds
05:01
State Events
02:44
Tilesets
09:53
Tileset Layers
07:26
Sort Priority
05:19
2D Level
01:53
Level and Adjustments
06:09
Enemy Class
16:34
Behavior Tree
22:21
Behavior Tree Tasks
20:36
Decorators
10:49
Patrol Box Overlaps
18:20
Services
13:56
Custom Decorators
23:09
Attack Task
11:48
Skeleton Sounds
15:20
Box Trace
17:19
Anim Notifies
07:10
Trace for Objects
03:52
Hit React
10:51
Disable Movement
05:50
Hit React Effects
13:25
Damage and Health
05:47
Player Health Bar
14:42
Updating the Health Bar
09:01
Damage Numbers
33:07
Attack Input Action
05:14
Throttling Attacks
06:43
Attack Combo
13:29
Attack Count
10:23
Attack Anim Array
07:15
Structures - Attack Anim Data
11:13
Reset Attack Variables
04:25
RedHood Hit Boxes
17:51
Skeletons Getting Hit
12:28
Combat Effects
07:21
Damage Numbers on Skellies
03:24
Enemy Health Bars
12:41
Enemy Death
20:14
Section 10 Quiz
6 questions

Chaos Vehicles

20 lectures
Assets
05:31
Combining Static Meshes
07:49
Adding a Skeleton
09:44
Skinning the Mesh
10:16
Vehicle Physics Asset
04:48
Wheel Blueprints
06:53
Torque Curve
04:40
Animation Blueprint
02:26
Vehicle Blueprint
08:51
Vehicle Inputs
07:29
Moving the Vehicle
15:44
Migrating the Vehicle
04:31
Interact Widget
06:48
Interactables
07:01
Interact
04:54
Possessing the Vehicle
22:12
Edge Cases
10:54
Exiting the Vehicle
15:05
Section 11 Quiz
5 questions
Bonus Lecture - Continuing your Journey!
00:56

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