Develop Games with C++ - Basic to Advance Level

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Description

Even if you've never created or modified a video game before, learn how to do it using Unreal Engine 5.

The AAA studios and independent game creators all over the world use the free-to-use Unreal game creation engine.

It's a big, strong beast, but we break it down into manageable pieces so you can tame it.

No coding or Unreal prior expertise is necessary because we start off very simply! Your potential with our online lessons will astound you.

You'll make 5 Unreal games since we think project-based learning is the best approach to learning Unreal Engine.

From scratch, learn the robust industry-standard language C++.

You'll feel very comfortable with the fundamentals of coding and game production by the end of the course, and you'll be eager to learn more.

What is an Unreal Engine?

The 1998 first-person shooter game Unreal served as the debut of Epic Games' 3D computer graphics game engine.

The use of Unreal Engine is free for internal projects, custom work, and the creation of linear content.

Additionally, game production is free, to begin with; a 5% royalty only applies once your game reaches more than $1 million USD in sales.

Unreal Engine is a full suite of development tools for games, real-time training and simulation, architectural and automotive visualization, linear film and television content creation, and broadcast and live event production.

What will you require?

  • PC that can run Unreal 5 64-bit (recommended).
  • Or a Mac with the most recent MacOS Big Sur.
  • 8GB more RAM.
  • at least 2.5 GHz on a quad-core CPU.
  • A graphics card that is DirectX 11, 12, or Metal 1.2 compatible.
  • 50GB or so of spare disc space.
  • No prior coding or Unreal experience is necessary.

Who can enroll in this course?

  • Capable and assured when using a computer.
  • Artists that want to make their game engine assets come to life.
  • Developers that desire to go from developing to coding.
  • Complete novices who are willing to put forth a lot of effort.
  • Programmers already in the industry who desire to switch to game development.
  • Those eager to discover UE5's fascinating new universe!
  • People who have a passion to learn UE5

Intro & Setup

  • Course Introduction
  • Unreal Engine Installation
  • Support and Community
  • Viewport Navigation
  • Placing and Moving Actors
  • Blueprint versus C++
  • Helping each other

Obstacle Assault (New UE5 Content)

  • Introduction to the Section - Obstacle Assault
  • Setting up the project
  • Character Customization
  • Editors and Compilers
  • Installing Visual Studio - Windows
  • Installing XCode - Mac
  • VSCode Installation
  • C++ Project Compilation
  • UPROPERTY Variables
  • Coding Issues - Live
  • C++ Files and BeginPlay
  • Structs in C++
  • Calling Functions in C++
  • Tick
  • Local Variables
  • Pseudo Code
  • Function Return Values
  • DeltaTime & Velocity
  • Scope Resolution Operator
  • If Statements
  • Member Functions Using
  • Character Collisions Forcing
  • GameMode
  • Output Log Writing
  • FString
  • Member Functions - A Deep Dive
  • Return Statements
  • Const Member Functions
  • FRotator
  • Polish and Level Design
  • Obstacle Assault - Conclusion

Toon Tanks (v2)

  • Introduction to the Project
  • Pawn Class Creation
  • Components Creation
  • Forward Declaration
  • Capsule Construction
  • Static Mesh Components
  • Blueprint Classes Deriving
  • Default vs Instance 
  • Exposed Variables Editing
  • The Components Exposing
  • Child C++ Classes Creation
  • The Pawn Possession
  • Input Handling
  • Local Offset
  • Movement Speed
  • Local Rotation
  • Casting
  • Using the Mouse Cursor
  • Rotating the Turret
  • The Tower Class
  • Fire
  • Timers
  • The Projectile Class
  • Spawning The Projectile
  • Projectile Movement Component
  • Hit Events
  • Health Component
  • Applying Damage
  • The Game Mode Class
  • Handling Pawn Death
  • Custom Player Controller
  • Starting The Game
  • The Start Game Widget
  • Countdown Timer
  • Displaying Countdown Time
  • Winning And Losing
  • Game Over HUD
  • Hit Particles
  • Smoke Trail
  • Death Particles
  • Sounds
  • Camera Shake
  • Polish And Conclusion

Updates and Important Messages

  • For users who are using Unreal 4.22

Continuing Your GameDev Journey

  • Bonus Lecture

Simple Shooter

  • Simple Shooter - Introduction to the Project
  • Project Setup
  • Pawns vs Characters in C++
  • Character Movement Functions
  • Controller Aiming
  • Third Person Camera Spring Arm
  • Skeletal Animations 101
  • Editing Collision Meshes
  • Animation Blueprints 101
  • 2D Blend Spaces
  • Connecting Animation To Gameplay
  • Inverse Transforming Vectors
  • Calculating Animation Speeds
  • Gun Actors
  • Spawning Actors At Runtime
  • Attaching To Meshes Via Sockets
  • Shooting Architecture
  • Spawning Particle Effects
  • Player View Point
  • Line Tracing By Channel
  • Impact Effects
  • Dealing Damage To Actors
  • Virtual Methods In C++
  • Overriding TakeDamage
  • Blending Animations By Booleans
  • Blueprint Pure Nodes
  • Create and Setup an AI controller
  • AI Aiming
  • Nav Mesh And AI Movement
  • Checking AI Line Of Sight
  • BehaviorTrees And Blackboards
  • Setting Blackboard Keys In C++
  • Behavior Tree Tasks And Sequences
  • BT Decorators And Selectors
  • Custom BTTasks In C++
  • Executing BTTasks
  • BTTasks That Use The Pawn
  • BTServices In C++
  • Ignoring Actors In Line Traces
  • Ending The Game
  • Setting Timers In C++
  • Displaying A Lose Screen
  • Iterating Over Actors
  • Calculating The Win Condition
  • Refactoring PullTrigger
  • Weapon Sound Effects
  • Randomized Sound Cues
  • Sound Spatialization
  • Crosshairs and HUDs
  • Health Bars
  • AimOffsets
  • Animation State Machines
  • Complex State Machines
  • Conclusion And Challenges

Toon Tanks (v2)

  • Introduction to the Project
  • Pawn Class Creation
  • Components Creation
  • Forward Declaration
  • Capsule Construction
  • Static Mesh Components
  • Blueprint Classes Deriving
  • Default vs Instance 
  • Exposed Variables Editing
  • The Components Exposing
  • Child C++ Classes Creation
  • The Pawn Possession
  • Input Handling
  • Local Offset
  • Movement Speed
  • Local Rotation
  • Casting
  • Using the Mouse Cursor
  • Rotating the Turret
  • The Tower Class
  • Fire
  • Timers
  • The Projectile Class
  • Spawning The Projectile
  • Projectile Movement Component
  • Hit Events
  • Health Component
  • Applying Damage
  • The Game Mode Class
  • Handling Pawn Death
  • Custom Player Controller
  • Starting The Game
  • The Start Game Widget
  • Countdown Timer
  • Displaying Countdown Time
  • Winning And Losing
  • Game Over HUD
  • Hit Particles
  • Smoke Trail
  • Death Particles
  • Sounds
  • Camera Shake
  • Polish And Conclusion

Crypt Raider

  • Crypt Raider - Section Intro
  • Setting up the Project
  • Modular Level Design
  • Modular Level Layout
  • Modular Level Layout - Solution
  • Light Types
  • Lumen and Light Bleed
  • Level Lighting
  • Character Blueprint
  • Inheritance vs Composition
  • C++ Actor Component
  • Pointer Types & GetOwner()
  • Dereferencing & Arrow (->) Operator
  • Linkers, Headers and Includes
  • FMath::VInterpConstantTo
  • Scene Components
  • Line Tracing & Sweeping
  • GetWorld()
  • DrawDebugLine()
  • References vs Pointers
  • Const References & Out Parameters
  • Geometry Sweeping
  • Input Action Mappings
  • Blueprint Callable
  • FindComponentByClass() & nullptr
  • DrawDebugSphere()
  • Grabbing With Physics Handle
  • Waking Physics Objects
  • Returning Out Parameters
  • Overlap Events
  • Constructors
  • TArray
  • While & For Loops
  • For Loops - Range Based
  • Actor Tags
  • Early Returns
  • Dependency Injection
  • Actor Attachment & Casting 
  • Adding and Removing Tags
  • Logical Operators - Boolean
  • Level Polish
  • Crypt Raider: Wrap-Up

Warehouse Wreckage

  • An Overview 
  • Project Setup
  • Event Graph in Blueprint
  • Simulation
  • References and Objects
  • Impulse Addition
  • Blueprint of Instances and Classes
  • Actors spawning
  • Data Types
  • Actor location control and pawns
  • Controlling the Rotation
  • Vector Multiplication and Addition
  • Get Forward Vector
  • Asset Importing
  • Geometry Brushes (BSP)
  • Materials and Lighting
  • Components of Actor
  • Collision Meshes
  • Variables
  • Branches and Booleans
  • Functions
  • Return Types
  • Pure Functions
  • Member Functions
  • Levels of Loading and Delay Nodes
  • Conclusion and Recap

What you’ll learn?

  • Unreal Engine 5 game development techniques.
  • The language highly used by the gaming industry, C++.
  • How to use object-oriented programming in practice.
  • Guidelines for game creation.
  • Programming best practices and patterns.
  • Programming for enemy behavior in artificial intelligence.
  • Create clear and understandable code.
  • When to utilize C++ or Blueprint.
  • How to use C++ in Unreal to accomplish anything you desire.
  • Easy game creation with the Unreal Gameplay Framework.
  • Strong, versatile problem-solving abilities.
  • Modern tools and methods for game production.

Course Duration

  • 345 Lectures and  32 Hours of Demand HD Videos
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
  • 8100+ students enrolled
  • Complete Practical Training
  • Download Access
  • Watch Videos in Android and iOS App 

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