Unreal Engine Game Development: Battle Royale with Blueprint | Size: 7.97 GB
What you'll learn Create a shooting game. Develop using Unreal Engine 4. Learn to program using blueprints. Learn how to build a quality set of blueprint object frameworks. Learn how to create complex UI's. No programming experience at all is required to learn this course. Those who already have experience in game development will further enhance their development skills. Requirements There is normal logic to the mind. You can run Unreal Engine. Description Hi everyone, I'm Big Cat. About the Content This course is a complete set of tutorials for the Battle Royale type of game. The features are so huge that they were not shown in the promo video to show all the features. For example, the bullets fired all have a downward effect and reduce the flight speed based on the distance. All features are made as detailed as possible. About the Serial All courses are now completed, and the promo video is the actual result of running the game. Since I want to give you a high-quality video experience, I'm using continuous updates for the lessons (I'm actually hoping to meet you all sooner rather than later). Each video is carefully edited to eliminate errors, forgetfulness, and other time-wasting content. From time to time, every week, I will go live with new course videos. IMPORTANT: If you only want to watch one full course, you can wait until all of my video updates are complete and purchase it. About Blueprint All content in this set of courses is implemented using blueprints. You'll see a set of blueprint projects with a clear structure and clean nodes, and it's time to really understand the greatness of blueprints. If you develop in C++ at work, this won't stop you from watching my course in the slightest. Because every function in a blueprint can be found in C++, and learning blueprints can still help you with your C++ development. Write at the end I did all the work on this course by myself, including blueprint development, lecture writing, video recording, audio recording, captioning, video editing, and even the Green-Screen technology at the beginning of the promo. Every detail was tweaked over and over again to give you as perfect an experience as possible. It's tough to produce a go-to course. I know there are still many things I didn't get right, like my English accent, and I hope you can understand more. Of course, you can contact me if you have any questions, comments, or suggestions, and I'll get back to you as soon as I see them. I'm Big Cat. Full Course List Section1: Preparatory Work (4 lessons) Download and install the Unreal Engine. Create game projects and import resources. Section2: Basic Knowledge (4 lessons) A basic understanding of the Unreal Engine. Section3: Project Setting (4 lessons) Gameplay framework build. Complete the input settings. Section4: Animation BlendSpace (10 lessons) Learn what Animation BlendSpace is. Create animated BlendSpace with characters standing, crouching, prone, aiming, and parachuting. Section5: Animation AimOffset (7 lessons) Learn what Animation AimOffset is. Create animated offset aiming for characters standing, crouching, prone, and aiming. Section6: Animation Blueprint (15 lessons) Learn what Animation Blueprint is. Make character animation state machines that contain all the states of the characters. Learn to use an animation graph. Produce logic functions related to animation. Section7: Animation Montage (6 lessons) Learn what Animation Montage is. Create an animated montage of equipment and take-back weapons. Create an animated montage of changing magazines and bullets. Create a montage of shooting animations. Create an animation montage of using objects. Section8: Character base features (14 lessons) Set up character components. Create mouse control functions. Create the character movement function and its effect on the movement speed. Create a pose switch. Section9: Character fashion (6 lessons) Build character fashion skeleton model components Material masking. Character Avatar system. (Avatar means change of fashion, am I using the right word?) Section10: Item DataTables (5 lessons) Creation of Weapons DataTable, Ammo DataTable, Weapons Accessories DataTable, Equipment DataTable, Medicine DataTable. Section11: Item System (2 lessons) Item System Framework Explained. Creating an item base class. Section12: Pickup Object (8 lessons) Create pickup object base classes. Create pickup objects for items, weapons, Weapons Accessories, ammo, equipment, health items, energy items, and fashion. Section13: Item Object (9 lessons) Create weapon item objects, including skeletal functions, weapon accessories functions, sound components, and particle components. Create ammo, equipment, use type, and fashion item objects. Section14: Item Generation System (9 lessons) Explain item generation rules. Creating probability-related data tables. Making logic for generating items. Calculating where to display items. Section15: Data Storage (2 lessons) Data Storage Frameworks. Create data-related variables. Section16: Pickup and Discard Items (30 lessons) Character Avatar logic made. Pickup and Discard item logic flow explained. Make Pickup and Discard item related functions. Weapon switching functions. Section17: Weapon features (21 lessons) Weapon aiming features, including direct aim and open scope aiming. Fire features, including fire animation, magazine change, bullet change, screen shake, and crosshair deflection. Bullet functions, including bullet drop logic and a bullet hole. Section18: InventroyUI (20 lessons) Basic knowledge of UI production explained. UI construction and logic production. Display 3D characters in the UI, and synchronize all costumes. UI drag and drop function. Section19: MainUI (9 lessons) Making the Crosshairs UI. Making the ActionTips UI. Making the MessageTips UI. Creating the UserInfo UI. Creating the Countdown UI. Creating the Directions UI. Section20: Objects used (6 lessons) Create an inventory UI progress bar. Creating a circular progress bar. Make a usage logic. Making Energy Restoration Logic. Section21: Parachute (9 lessons) Making a skydiving UI. Making the Aircraft Actor. Produced the free fall flight function. Produced the parachute flight function. Section22: Safe Zone (4 lessons) Make the display function. Random position logic explanation. Create a continuous zoom function. Move characters in and out to trigger related functions. Section23: Airdrop (4 lessons) Airdrop plane flight. Airdrop boxes. The items in the airdrop. Section24: Bombing Zone (3 lessons) Blast points. Bombing zones. Execution logic. Section25: Map UI (9 lessons) Big map and small map interface building. Big map move and zoom. Small map movement logic. Map UV creation and interpretation. Display of Safe Zones, Bombing Zones, and Flight Route Maps. Section26: Final Map (2 lessons) Adaptation-related logic to the final map. Who this course is for: People who want to learn game development. People with no or some programming experience. Programmers, designers, game makers.