kingers Posted March 31 Report Share Posted March 31 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 25mCode 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 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