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Unreal 5.0 C++ Developer: Learn C++ and Make Video Games
Intro & Setup
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)
Warehouse Wreckage
Section Intro - Warehouse Wreckage (1:40)
Project Setup (4:16)
UE 5.1 Warning: Starter Content Folder
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)
Obstacle Assault
Section Intro - Obstacle Assault (3:08)
Project Setup (6:33)
Customizing The Character (6:25)
Compilers and Editors (5:35)
UE 5.1 Warning: Installing .NET 6
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)
Crypt Raider
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)
Input Action Mappings
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
Toon Tanks (v2)
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)
Starting The Game (10:19)
The Start 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)
Simple Shooter
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)
BTTasks That Use The Pawn
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