
本课程兼容任何版本的Unreal Engine,包括虚幻Unreal Engine 5!这是互联网上最全面的虚幻引擎教程系列。你将创建一个射击游戏与AAA质量的游戏机制完成。学习射击游戏的游戏机制背后的理论,然后在这个美丽的游戏项目中实现它们。课程包括:
人物塑造与运动
PC和控制台控制器的输入
广泛使用动画蓝图(ANIM实例,其C++父)
一维和二维混合空间
扫射
原地转弯
目标偏移量
反向运动
动画曲线
跑步时身体倾斜
蹲伏(动态调整胶囊大小)
跑步时转动臀部
武器射击与反冲动画
重新加载
武器爆炸和冲击粒子
武器束粒子(烟迹)
弹壳弹射粒子
音效
按骨骼、按bool和按enum混合动画-用身体的一个部分播放一个动画(跑步或蹲伏),同时用身体的另一部分播放另一个动画(重新加载、瞄准或武器射击)
连接并装备不同的武器(手枪、冲锋枪、突击步枪)
自动和半自动射击
在动画中移动不同的枪零件(弹夹/弹匣和手枪滑轨)
瞄准时相机变焦
动态十字准星在下列情况下展开:
字符速度
武器射击
瞄准
跳跃的
每种武器都有不同的十字准星
小部件组件,显示:
项目名称
项目类型
弹药计数
物品稀有性
HUD动画
全项目库存系统
数据表,在蓝图和C++中
要控制的曲线:
取货时物品移动
材质效果的颜色和亮度脉冲
物质创造,包括:
后处理材料
动态材质实例
从C++中设置材质属性
用曲线驱动材料特性
物质功能
混合材料
轮廓效果
辉光/脉冲效应
重定目标动画
重定整个动画蓝图的目标
众多的游戏算法
数据结构的使用,包括:
结构
枚举
数组
地图
还有更多
动画蒙太奇
动画通知声音、武器轨迹和自定义通知
足迹和同步组的同步标记
该课程拥有大量资产,包括:
声音
纹理
粒子效应
网格
代表
接口
根据曲面类型生成不同声音和粒子系统的动态足迹
物理材料和表面类型
尼亚格拉粒子系统
线迹
敌人AI
行为树和黑板组件
多种敌人类型,具有不同的生命值、伤害、大小和移动速度
头部灼伤,包括:
头像伤害更高
对弹出的小部件进行编号,并使用子弹命中设置动画
不同颜色的头像号码
性格和敌人的健康酒吧
敌方巡逻,农业,追逐和攻击玩家
死亡力学
眩晕力学
使用近战武器轨迹进行近战攻击
造成伤害和死亡的爆炸物
水平原型
基于我们的原型使用专业资产创建完整级别
灯光烘焙
后处理效果
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz, 2 Ch
Genre: eLearning | Language: English + srt | Duration: 55 lectures (8h 53m) | Size: 6.72 GB
**345+ videos – upload in progress** 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.
Requirements
Understanding of the basics of C++ (take my C++ course!)
Description
The course is compatible with any version of Unreal Engine, including Unreal Engine 5!
NOTE: 345+ videos are still in the process of being mastered and uploaded.
This is the most comprehensive Unreal Engine tutorial series on the internet. You will create a shooter game complete with AAA quality 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 2D Blendspaces
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
Who this course is for
Unreal Engine beginners who understand the basics of C++.
Unreal Engine intermediate developers who wish to advance in skill level.
Expert Unreal Engine developers to wish to expand their skillset.
Those who wish to make shooter games.
Anyone who wants to have fun and make games!

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