Description
Sam Pattuzzi – Unreal 5.0 C++ Developer: Learn C++ and Make Video Games
Created in collaboration with Epic Games. Learn C++ from basics while making your first 5 video games in Unreal.
Ready to make games in the amazing world of Unreal Engine 5?
This “critically-acclaimed” and “insanely successful” Unreal Engine course was created in collaboration with Epic Games.
The majority of the course has been fully updated and remastered to Unreal Engine 5.
Learn how to create and mod video games using Unreal Engine 5, even if you’re a complete beginner. Unreal is a free-to-use game development engine used by AAA studios and indie developers worldwide. It is a massive and powerful beast, but we break it down step-by-step so you can tame it.
We super simple so no prior experience of Unreal or coding is needed! With our online tutorials, you’ll be amazed at what you can achieve. We believe project-based learning is the best way to learn Unreal Engine, so you’ll create 5 Unreal games!
Learn C++, the powerful industry-standard language from scratch. By the end of the course, you’ll be very confident in the basics of coding and game development, and hungry to learn more.
“Any serious game programmer needs to know C++”
Jason Gregory, Lead Programmer at Naughty Dog (creators of Uncharted & The Last of Us)
Anyone who wants to learn to create games: Unreal Engine is a fantastic platform which enables you to make AAA-quality games. Furthermore, these games can be created for Windows, consoles, macOS, iOS, Android and Web from a single source!
Benefit from our world-class support from both other students, and the instructors who are on the forums regularly. Go on to build several games including a tank game, and a First Person Shooter.
You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Our thriving discussion forum will help you learn and share ideas with other students.
Get plugged into our communities of amazing developers on Facebook (nearly 20k), in our own TA-curated Community (17k views/day), and our student chat group (10k live at any one time).
to learn Unreal C++ now, you won’t be disappointed
What you’ll learn in this course:
- How to make games in Unreal Engine 5
- C++, the games industry standard language
- Object Oriented Programming and how to put it into practice
- Game design principles
- Programming patterns and best practices
- Artificial Intelligence behaviour programming for enemies
- Write code that is clean and easy to understand
- When to use Blueprint or C++
- How to achieve anything you want in Unreal using C++
- Unreal Gameplay Framework to make games easily
Course Requirements:
- 64-bit PC capable of running Unreal 5 (recommended)
- Or a Mac running latest MacOS Big Sur
- +8GB of RAM
- Quad-core CPU, 2.5 GHz or faster
- DirectX 11, 12 or Metal 1.2 Compatible Graphics Card
- About 50GB of free disc space
Your Instructor
Sam wrote his first game at 14, hacking together little games in Macromedia Flash during his summer holidays. Not long after, he taught himself C++ followed by Python and web programming. He was hooked.
In 2010 he went to study Computer Science at the University of Cambridge and he’s been in Cambridge ever since. That is where he caught the entrepreneurial bug and realised he wouldn’t want a traditional job for long. So after a few years working in various jobs to get experience, he quit and ed burning through his savings looking for his calling.
At the end of 2015, he was coaching some friends to improve their programming skills. Realising how much he loved it, he ed creating online courses and reached out to Ben for help. Fast forward and he’s part of the GameDev.tv gang and gets to hang out with our awesome community!
Course Curriculum (29+ hours)
- Welcome To The Course (2:39)
- Installing Unreal Engine (7:13)
- Community & Support (1:40)
- Navigating The Viewport (6:36)
- Moving & Placing Actors (5:27)
- C++ versus Blueprint (4:29)
- Helping Us To Help You (7:24)
- Section Intro – Warehouse Wreckage (1:40)
- Project Setup (4:16)
- Blueprint Event Graph (5:30)
- Physics Simulation (4:36)
- Objects and References (9:43)
- Adding an Impulse (8:18)
- Blueprint Classes and Instances (7:45)
- Spawning Actors (6:20)
- Data Types (6:26)
- Pawns and Actor Location (8:36)
- Control Rotation (4:50)
- Vector Addition & Multiplication (6:54)
- Get Forward Vector (6:13)
- Importing Assets (10:37)
- Geometry Brushes (BSP) (8:52)
- Materials and Lighting (5:50)
- Actor Components (6:08)
- Collision Meshes (9:04)
- Variables (7:47)
- Booleans and Branches (5:45)
- Functions (9:11)
- Return Types (6:48)
- Pure Functions (6:08)
- Member Functions (8:33)
- Loading Levels & Delay Nodes (4:42)
- Wrap-up and Recap (1:49)
- Section Intro – Obstacle Assault (3:08)
- Project Setup (6:33)
- Customizing The Character (6:25)
- Compilers and Editors (5:35)
- PC – Installing Visual Studio (5:50)
- Mac – Installing XCode (4:27)
- Installing VSCode (4:16)
- Compiling a C++ Project (8:56)
- UPROPERTY Variables (10:37)
- Live Coding Issues (3:20)
- C++ Files & BeginPlay (8:00)
- Using Structs In C++ (8:36)
- Calling Functions in C++ (6:14)
- Tick (6:06)
- Local Variables (6:58)
- Pseudo Code (4:07)
- Function Return Values (8:45)
- Velocity & DeltaTime (7:46)
- Scope Resolution Operator (8:34)
- If Statements (7:33)
- Using Member Functions (6:06)
- Blueprint Child Classes (9:07)
- Forcing Character Collisions (11:35)
- GameMode (6:25)
- Writing To The Output Log (9:57)
- FString (7:57)
- Member Functions (13:25)
- Return Statements (9:05)
- Const Member Functions (5:35)
- FRotator (10:08)
- Level Design & Polish (9:47)
- Obstacle Assault: Wrap-Up (2:20)
- Section Intro – Crypt Raider (4:33)
- Project Setup (6:23)
- Modular Level Design (9:56)
- Modular Level Layout (12:30)
- Solution: Modular Level Layout (14:24)
- Light Types (8:38)
- Lumen & Light Bleed (11:56)
- Level Lighting (9:13)
- Character Blueprint (6:24)
- Inheritance vs Composition (4:50)
- C++ Actor Component (4:36)
- Pointer Types & GetOwner() (8:44)
- Deferencing & Arrow (->) Operator (7:30)
- Linkers, Headers and Includes (7:51)
- FMath::VInterpConstantTo (13:05)
- Scene Components (9:19)
- Line Tracing & Sweeping (6:30)
- GetWorld() (8:12)
- DrawDebugLine() (8:15)
- References vs Pointers (8:37)
- Const References & Out Parameters (9:32)
- Geometry Sweeping (10:10)
- Input Action Mappings (6:00)
- Blueprint Callable (6:45)
- FindComponentByClass() & nullptr (9:11)
- DrawDebugSphere() (7:29)
- Grabbing With Physics Handle (11:53)
- Waking Physics Objects (8:27)
- Returning Out Parameters (6:08)
- Overlap Events (14:37)
- Constructors (8:50)
- TArray (8:13)
- While & For Loops (8:55)
- Range Based For Loops (2:37)
- Actor Tags (5:23)
- Early Returns (5:44)
- Dependency Injection (9:16)
- Casting & Actor Attachment (5:51)
- Adding and Removing Tags (6:20)
- Boolean Logical Operators (8:00)
- Level Polish (13:05)
- Crypt Raider: Wrap-Up (2:07)
- More To Come
- Project Intro (6:19)
- Pawn Class Creation (7:52)
- Creating Components (10:50)
- Forward Declaration (13:23)
- Constructing The Capsule (6:31)
- Static Mesh Components (6:15)
- Deriving Blueprint Classes (5:19)
- Instance vs Default (8:37)
- Editing Exposed Variables (14:07)
- Exposing The Components (11:37)
- Creating Child C++ Classes (12:06)
- Possessing The Pawn (4:07)
- Handling Input (14:04)
- Local Offset (12:31)
- Movement Speed (13:46)
- Local Rotation (17:57)
- Casting (11:16)
- Using the Mouse Cursor (16:46)
- Rotating The Turret (20:33)
- The Tower Class (12:45)
- Fire (8:34)
- Timers (13:39)
- The Projectile Class (5:58)
- Spawning The Projectile (11:44)
- Projectile Movement Component (8:30)
- Hit Events (14:34)
- Health Component (15:15)
- Applying Damage (14:40)
- The Game Mode Class (7:35)
- Handling Pawn Death (20:48)
- Custom Player Controller (11:20)
- ing The Game (10:19)
- The Game Widget (12:15)
- Countdown Timer (13:58)
- Displaying Countdown Time (7:45)
- Winning And Losing (14:12)
- Game Over HUD (8:39)
- Hit Particles (10:05)
- Smoke Trail (6:36)
- Death Particles (6:39)
- Sounds (10:46)
- Camera Shake (14:57)
- Polish And Wrap-Up (12:40)
- Section Intro: Simple Shooter (2:02)
- Project Setup (9:55)
- Pawns vs Characters in C++ (12:33)
- Character Movement Functions (18:11)
- Controller Aiming (13:30)
- Third Person Camera Spring Arm (8:57)
- Skeletal Animations 101 (8:20)
- Editing Collision Meshes (5:09)
- Animation Blueprints 101 (13:15)
- 2D Blend Spaces (10:39)
- Connecting Animation To Gameplay (8:59)
- Inverse Transforming Vectors (9:38)
- Calculating Animation Speeds (12:05)
- Gun Actors (11:34)
- Spawning Actors At Runtime (6:37)
- Attaching To Meshes Via Sockets (10:20)
- Shooting Architecture (6:14)
- Spawning Particle Effects (8:14)
- Player View Point (10:52)
- Line Tracing By Channel (12:40)
- Impact Effects (4:37)
- Dealing Damage To Actors (8:04)
- Virtual Methods In C++ (10:15)
- Overriding TakeDamage (9:06)
- Blending Animations By Booleans (4:41)
- Blueprint Pure Nodes (6:28)
- Create and Setup an AI controller (3:59)
- AI Aiming (6:13)
- Nav Mesh And AI Movement (10:48)
- Checking AI Line Of Sight (7:39)
- BehaviorTrees And Blackboards (8:06)
- Setting Blackboard Keys In C++ (5:54)
- Behavior Tree Tasks And Sequences (8:24)
- BT Decorators And Selectors (12:12)
- Custom BTTasks In C++ (7:53)
- Executing BTTasks (10:31)
- BTTasks That Use The Pawn (10:48)
- BTServices In C++ (15:04)
- Ignoring Actors In Line Traces (6:03)
- Ending The Game (10:16)
- Setting Timers In C++ (10:51)
- Displaying A Lose Screen (11:32)
- Iterating Over Actors (10:25)
- Calculating The Win Condition (12:20)
- Refactoring PullTrigger (7:53)
- Weapon Sound Effects (6:35)
- Randomized Sound Cues (8:35)
- Sound Spatialization (6:45)
- Crosshairs and HUDs (7:42)
- Health Bars (7:50)
- AimOffsets (12:04)
- Animation State Machines (10:03)
- Complex State Machines (13:00)
- Wrap-up And Challenges (8:49)
Sale Page: https://www.gamedev.tv/p/unreal-5-0-c-developer-learn-c-and-make-video-games/
Archive: https://archive.ph/wip/vebfU
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