Unreal Engine C++ The Ultimate Shooter Course

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Unreal Engine C++ The Ultimate Shooter Course provided by Udemy is a comprehensive online course, which lasts for 56 hours worth of material. Unreal Engine C++ The Ultimate Shooter Course is taught by Stephen Ulibarri. Upon completion of the course, you can receive an e-certificate from Udemy. The course is taught in Englishand is Paid Course. Visit the course page at Udemy for detailed price information.

Overview
  • Master Unreal Engine by Creating a Complete Shooter Game!

    What you'll learn:

    • Learn all skills that translate to Unreal Engine 5!
    • Learn Unreal Engine game development by creating a complete shooter game.
    • Get in-depth experience with Unreal Engine Animation, Materials, Special Effects, and gameplay!
    • Learn Unreal Engine's code base.

    The course is compatible with any version of Unreal Engine, including Unreal Engine 5!

    NOTE:345 videos, fully uploaded!

    This is the most comprehensive Unreal Engine tutorial series on the internet. You will create a shooter game complete with AAAquality gameplay mechanics. Learn the theory behind the gameplay mechanics of shooter games, then implement them in this beautiful game project. Topics covered are:

    • Character creation and movement

    • Input for PC and console controllers

    • Extensive use of Animation Blueprints (and Anim Instances, their C++parents)

    • 1D and 2DBlendspaces

    • Strafing

    • Turn-in-place

    • Aim Offsets

    • Inverse Kinematics

    • Animation Curves

    • Character lean when running

    • Crouching (with dynamic capsule resizing)

    • Turn hips while running

    • Weapon fire with recoil animations

    • Reloading

    • Weapon blast and impact particles

    • Weapon beam particles (smoke trails)

    • Bullet shell eject particles

    • Sound effects

    • Blending animations per bone, by bool, and by enum - play one animation with one part of the body (running or crouching) while simultaneously playing another animation with another part of the body (reload, aim, or weapon fire)

    • Attach and equip different weapons (pistols, submachine guns, assault rifles)

    • Automatic and semi-automatic gunfire

    • Move different gun parts (the clip/magazine, and pistol slide) during animations

    • Camera zoom while aiming

    • Dynamic crosshairs that spread in reaction to:

      • Character speed

      • Weapon fire

      • Aiming

      • Jumping

    • Different crosshairs per weapon

    • Widget components, showing:

      • Item names

      • Item types

      • Ammo counts

      • Item rarity

    • HUD animations

    • Full item inventory system

    • Data tables, in Blueprints and C++

    • Curves to control:

      • Item movement during pickup

      • Color and brightness pulse for material effects

    • Material creation, including:

      • Post-process materials

      • Dynamic material instances

      • Setting material properties from C++

      • Driving material properties with curves

      • Material functions

      • Blending materials together

      • Outline effects

      • Glow/pulse effects

    • Retargeting animations

    • Retargeting whole Animation Blueprints

    • Numerous gameplay algorithms

    • Use of data structures, including:

      • structs

      • enums

      • arrays

      • maps

      • and more

    • Animation montages

    • Anim Notifies for sounds, weapon trails, and custom notifies

    • Sync markers for footsteps and sync groups

    • The course comes with a huge amount of assets, including:

      • Sounds

      • Textures

      • Particle effects

      • Meshes

    • Delegates

    • Interfaces

    • Dynamic footsteps that spawn different sounds and particle systems depending on the surface type

    • Physical materials and surface types

    • Niagra particle systems

    • Line traces

    • Enemy AI

    • Behavior Trees and Blackboard Components

    • Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed

    • Headshot damage, with:

      • Higher damage for headshots

      • Number widgets that pop up and animate with bullet hits

      • Different colored numbers for headshots

    • Character and enemy health bars

    • Enemy patrol, agro, chase and attack player

    • Death mechanics

    • Stun mechanics

    • Melee attacks with melee weapon trails

    • Explosives that cause damage and death

    • Level prototyping

    • Creating full levels based on our prototypes using professional assets

    • Light baking

    • Post-process effects