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WIP - Professional Game Development in C++ and Unreal Engine 5
1. Introduction & Setup
Welcome! Course Info
Setup JetBrains Rider for C++ Development
Finding Information & Resources
Early Access Notes
2. Project Start
Project Setup & First C++ Class (24:59)
Adding ActorComponents (16:48)
Binding Input (Move) (20:16)
Binding Input (Look) (19:26)
Adding Course Assets (4:32)
3. Collision & Physics
Actor & Components (Projectile Attack) (19:33)
Delegates (Projectile Attack) (19:49)
Input & Spawning (Projectile Attack) (23:56)
Animation & Timers (Projectile Attack) (17:22)
Damage, Audio & Physics (Projectile Attack) (32:10)
4. Assignment 1
Assignment 1 - Jumping & Explosive Barrel (3:22)
Assignment 1 - Solution Walkthrough (7:56)
5. Interfaces & Collision Queries
Preparing the Interaction System (18:39)
Interaction Component & Collision Traces (24:48)
Interactable Item Chest (18:52)
C++ Interfaces (25:19)
Custom Collision Channels (19:18)
Core Redirects (6:20)
6. Blueprint Scripting
Combining Blueprint with C++ (10:45)
Blueprint Interaction (Chest) (14:52)
Blueprint Interaction (Lever) (19:26)
Projectile Tester (7:39)
7. Assignment 2
Assignment 2 - Blackhole & Teleporter Projectiles (4:55)
Projectile Base Class (9:13)
Assignment 2 - Solution Walkthrough (13:37)
8. Player Attributes
Player Health Attribute (12:55)
Health UI Widget (19:59)
Custom C++ Delegate (12:03)
Handling Player Death (19:08)
9. Improving The Systems
Crosshair Widget (UMG) (7:32)
Projectile Collision Object Type (8:28)
Console Variables for Debugging (8:16)
Adjusting Projectile Direction (25:09)
Improving the Interaction Selection (23:40)
10. Assignment 3
Assignment 3 - Health Pickup Actor & HealthMax Attribute (3:18)
Assignment 3 - Solution Walkthrough (10:39)
11. Enemy Monsters
Game AI Systems Overview (7:58)
Enemy AI Classes & Behavior Setup (21:24)
BT Services: Distance To Target (24:43)
BT Tasks: Ranged Attacks (30:37)
Expanding the Behavior Tree (8:50)
Environment Query System for better positioning (39:10)
12. Assignment 4
Assignment 4 - Flee & Heal Behavior (4:16)
Assignment 4 - Solution Walkthrough (6:54)
13. Action System
Action System Introduction (GAS-like) (5:37)
Creating Actions (24:40)
Projectile Attack Refactoring (35:51)
Sprinting Action in Blueprint (23:42)
Action Cooldowns (15:51)
14. GameplayTags
Setting up GameplayTags (21:52)
GameplayTags - Granted & Blocked Tags (17:49)
15. Attributes
Expanding the Attribute System (22:28)
Accessing Attributes by GameplayTag (26:16)
Modifying Attributes (33:04)
Attribute Delegates (21:26)
Attribute: MoveSpeed (24:12)
Binding to Attributes in Blueprint (27:52)
Unbinding Blueprint Delegates (18:37)
16. Assignment 5
Assignment 5 - Rage Attribute & MoveSpeedMultiplier (2:18)
Assignment 5 - Solution Walkthrough (6:00)
17. Debugging & Polish
Blueprint Editable Attributes (24:01)
Sprinting Animation (26:35)
Sprinting Pooled VFX (19:38)
Sprinting MetaSounds Audio (17:13)
Damage Hit Reacts (Overlay Material) (34:11)
Debugging our Game Code (19:28)
18. Data-Oriented Design - Coin Pickups
Data-Oriented Design Introduction (15:40)
Coin Pickups using Data-Oriented Design (28:51)
Iterating thousands of Coins (24:04)
Coin Pickups - Instanced Meshes (25:15)
🆕 Developer Settings & Async Load (15:12)
🆕 MetaSounds Pickup Trigger (15:12)
🆕 Profiling - Adding Cycle Counters (26:21)
🆕 Profiling with Unreal Insights (15:03)
🆕 Applying C++ Optimizations (18:15)
19. Buffs & Debuffs
🆕 ActionEffect: Stunned Debuff (25:18)
🆕 Player Stunned Animation (16:25)
🆕 Stunned Sound Playback (Sound classes & Modifiers) (14:32)
🆕 GameplayTag Delegate & Action Cancellation (33:22)
🆕 GameplayTag Hierarchies (13:23)
20. Assignment 6 - Minion Burning & Stunned Debuffs
🆕 Assignment 6 - Minions Burning & Stunned from Damage (7:16)
🆕 Assignment 6 - Solution Walkthrough (16:08)
🆕 UObject Lifetime and Garbage Collection (11:31)
X. Feedback
🆕 List of lessons in progress
A place for feedback
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