Unreal Engine 5 Blueprints - The Ultimate Developer Course
Published 8/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 56.11 GB | Duration: 41h 25m
Published 8/2024
MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 56.11 GB | Duration: 41h 25m
Code Your First Four Game Projects in Unreal Engine 5 with Blueprint Visual Scripting - From Beginner to Advanced!
What you'll learn
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.
Requirements
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.
Description
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 systemCollision Complexity and how meshes can have both simple and complex collision and how to configure theseHow the method of movement determines the type of interactions objects will have with each otherSweeping collisions versus physics collisionsCollision Enabled, Collision Object Types, and Collision Responses, and how these work togetherCustom collision channels, custom collision profiles, and optimization for performanceBy 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 modeSingle and two-dimensional Blendspaces to blend between animation posesBinding inputs in the Player Controller versus the Character classKeeping Blueprint nodes clean and readableManaging class dependencies and coding best practices - we're using Blueprints, but we should still follow best practice!Skeletal Mesh Sockets, utilized for jetpack thruster effectsEnforcing precious resources in the form of jet fuel, with jet fuel pickups to refill fuelUse of UMG (Unreal Motion Graphics) to create UI including a progress bar to display fuel percentThe impact of Casting on runtime performance and memory via the creation of hard referencesAnalyzing class memory size via the size map, and dependencies via the reference viewerReducing file size with texture compressionLazily loading of assets at runtime and how to load assets asynchronously, using soft object and class referencesLighting and Post ProcessingThis 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 environmentsCreation of sprites, flipbooks, tile sets and tile mapsImportant settings for a 2D Unreal Engine game project2D level creationEnemy AI with the Behavior Tree and BlackboardCombat and combo attacksUse and creation of the compound data types such as enums and structuresFloating damage numbersImplementing melee combatBy 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 MeshesRigging and skinning, creating a vehicle skeleton and physics assetCreation 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 moreMigrating the vehicle into our Jetpack projectChanging 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!
Overview
Section 1: Introduction
Lecture 1 Introduction to Unreal Engine
Lecture 2 Assets for the Course
Lecture 3 Your First Challenge
Lecture 4 Installing the Engine
Lecture 5 Our First Project
Lecture 6 Editor Layout
Lecture 7 Play In Editor
Lecture 8 Manipulating Objects
Lecture 9 Perspective
Lecture 10 File Types
Lecture 11 Mesh Scale
Lecture 12 Materials
Lecture 13 Drone Material
Lecture 14 Marketplace Assets
Lecture 15 Migrating Assets
Section 2: The Blueprint Visual Scripting System
Lecture 16 What is Blueprint
Lecture 17 The Level Blueprint
Lecture 18 Creating a Blueprint Class
Lecture 19 Components
Lecture 20 Append String
Lecture 21 Coordinates
Lecture 22 Debug Shapes
Lecture 23 Local vs Global Space
Section 3: Vectors and Rotators
Lecture 24 Vectors
Lecture 25 Vector Examples
Lecture 26 Vector Examples Practice
Lecture 27 Vector Operations
Lecture 28 Vector Operations Examples
Lecture 29 Vector Operations Practice
Lecture 30 Vector Magnitude
Lecture 31 Vector Magnitude Examples
Lecture 32 Vector Magnitude Practice
Lecture 33 Booleans and Branches
Lecture 34 Vector Normalization
Lecture 35 Vector Normalization Practice
Lecture 36 Delta Seconds
Lecture 37 Rotators
Lecture 38 Rotators Practice
Section 4: Bad Bot - A Drone Flying Shooter Game
Lecture 39 Multiple Materials Per Mesh
Lecture 40 Geting a Reference to the Pawn
Lecture 41 Interpolation
Lecture 42 Static Mesh Sockets
Lecture 43 Blaster Beam Mesh
Lecture 44 Spawning Actors
Lecture 45 Projectile Movement
Lecture 46 Blueprint Functions
Lecture 47 Niagara Systems
Lecture 48 Spawning Effects
Lecture 49 Meta Sounds
Lecture 50 Timers
Lecture 51 Hit Events
Lecture 52 Expose on Spawn
Lecture 53 Floating Spheres
Lecture 54 Rotating the Spheres
Lecture 55 Timelines with Float Curves
Lecture 56 Timelines with Vector Curves
Lecture 57 Sphere Spawner
Lecture 58 Overlap Events
Lecture 59 Game Mode
Lecture 60 Bad Bot Level
Section 5: Pawns and Enhanced Input
Lecture 61 The Pawn Class
Lecture 62 Creating a Custom Pawn Class
Lecture 63 Adding Components to the Bot Pawn
Lecture 64 The Enhanced Input System
Lecture 65 Firing the Rifle
Lecture 66 Mouse Movement
Lecture 67 Floating Pawn Movement Component
Lecture 68 Camera Lag
Section 6: Collision Essentials
Lecture 69 Unreal Engine's Collision Framework
Lecture 70 Collision Complexity
Lecture 71 Queries
Lecture 72 Sweeeping Collisions
Lecture 73 Set Actor Location with Sweeping
Lecture 74 Collisions with Physics
Lecture 75 Collision with Movement Components
Lecture 76 Collision Callbacks
Lecture 77 Custom Collision Presets
Lecture 78 Custom Collision Object Types
Section 7: Bad Bot Wrap-Up and Boss Fight
Lecture 79 Material Instances
Lecture 80 Blueprint Interfaces
Lecture 81 Widget Blueprints
Lecture 82 Line Trace for Aiming
Lecture 83 Level Assets
Lecture 84 Bot Spawn Volume
Lecture 85 Spawning Bots
Lecture 86 Boss Bot
Lecture 87 Boss Challenge
Lecture 88 Boss Challenge Pt 2
Section 8: Jetpack Journey - a 3D Platformer with a Jetpack
Lecture 89 The Character Class
Lecture 90 Creating the Kix Character
Lecture 91 Kix Game Mode
Lecture 92 Camera and SpringArm
Lecture 93 Look Input Action
Lecture 94 Kix Player Controller
Lecture 95 WASD Movement
Lecture 96 Clean Nodes
Lecture 97 Jumping
Lecture 98 Console Controllers
Lecture 99 Animations
Lecture 100 Blendspaces
Lecture 101 State Machines
Lecture 102 Movement Parameters
Lecture 103 State Alias
Lecture 104 Skeletal Mesh Sockets
Lecture 105 Thruster Effect Components
Lecture 106 Activating Thrusters
Lecture 107 Thruster Sounds
Lecture 108 Flying Mode
Lecture 109 Thruster Movement Input
Lecture 110 Flying Blendspace
Lecture 111 Blend Poses vs State Machines
Lecture 112 Sound Notifies
Lecture 113 Jet Fuel
Lecture 114 Enforcing Jet Fuel
Lecture 115 Fuel Assets
Lecture 116 Jet Fuel Actor
Lecture 117 Refilling Jet Fuel
Lecture 118 Juicing it Up
Lecture 119 Widget Blueprints
Lecture 120 Fuel Bar
Lecture 121 Class Dependencies
Lecture 122 Updating the Fuel Bar
Lecture 123 Casting and Memory
Lecture 124 Texture Compression
Lecture 125 Soft References
Section 9: Platformer Mechanics and Advanced Skills
Lecture 126 Platforms
Lecture 127 Pressure Plate
Lecture 128 Moving the Plate
Lecture 129 Interact Interface
Lecture 130 Floating Platform
Lecture 131 Ping Pong Platform
Lecture 132 Placing Items
Lecture 133 Packed Level Actors
Lecture 134 Win and Lose
Lecture 135 End Game Menu
Lecture 136 Menu Functionality
Lecture 137 Event Dispatchers
Lecture 138 Data Types
Lecture 139 The Construction Script
Section 10: A 2D Dungeon Crawler - Red Hood
Lecture 140 Free 2D Assets
Lecture 141 Project Creation
Lecture 142 Sprites
Lecture 143 Flipbooks
Lecture 144 Paper Character
Lecture 145 Camera Settings
Lecture 146 Input
Lecture 147 PaperZD
Lecture 148 Locomotion
Lecture 149 Transitional Animations
Lecture 150 Sound Notifies
Lecture 151 Jump Sounds
Lecture 152 State Events
Lecture 153 Tilesets
Lecture 154 Tileset Layers
Lecture 155 Sort Priority
Lecture 156 2D Level
Lecture 157 Level and Adjustments
Lecture 158 Enemy Class
Lecture 159 Behavior Tree
Lecture 160 Behavior Tree Tasks
Lecture 161 Decorators
Lecture 162 Patrol Box Overlaps
Lecture 163 Services
Lecture 164 Custom Decorators
Lecture 165 Attack Task
Lecture 166 Skeleton Sounds
Lecture 167 Box Trace
Lecture 168 Anim Notifies
Lecture 169 Trace for Objects
Lecture 170 Hit React
Lecture 171 Disable Movement
Lecture 172 Hit React Effects
Lecture 173 Damage and Health
Lecture 174 Player Health Bar
Lecture 175 Updating the Health Bar
Lecture 176 Damage Numbers
Lecture 177 Attack Input Action
Lecture 178 Throttling Attacks
Lecture 179 Attack Combo
Lecture 180 Attack Count
Lecture 181 Attack Anim Array
Lecture 182 Structures - Attack Anim Data
Lecture 183 Reset Attack Variables
Lecture 184 RedHood Hit Boxes
Lecture 185 Skeletons Getting Hit
Lecture 186 Combat Effects
Lecture 187 Damage Numbers on Skellies
Lecture 188 Enemy Health Bars
Lecture 189 Enemy Death
Section 11: Chaos Vehicles
Lecture 190 Assets
Lecture 191 Combining Static Meshes
Lecture 192 Adding a Skeleton
Lecture 193 Skinning the Mesh
Lecture 194 Vehicle Physics Asset
Lecture 195 Wheel Blueprints
Lecture 196 Torque Curve
Lecture 197 Animation Blueprint
Lecture 198 Vehicle Blueprint
Lecture 199 Vehicle Inputs
Lecture 200 Moving the Vehicle
Lecture 201 Migrating the Vehicle
Lecture 202 Interact Widget
Lecture 203 Interactables
Lecture 204 Interact
Lecture 205 Possessing the Vehicle
Lecture 206 Edge Cases
Lecture 207 Exiting the Vehicle
Lecture 208 Bonus Lecture - Continuing your Journey!
Complete beginners to game development.,Those interested in making games in Unreal Engine.,Those interested in game animation, visual effects, sound effects, and materials.,Those interested in programming gameplay without writing code. Blueprints only!