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Implement Jets & Choppers in Unreal Engine 4 Blueprints

Learn to implement Combat Jets and Helicopters using Physics from scratch in Unreal Engine 4 Blueprints
Instructor:
Neosphere Interactive
2.958 estudiantes matriculados
For Beginners who possess very basic knowledge of Blueprints, start off by creating a simple Shoot-em-up game with Sounds and UI.
Learn to implement the flying and firing mechanisms of Combat Jets and Helicopters using Physics in Blueprints.
Learn to use Newton's Laws of Linear Motion to calculate rate of acceleration for object movement and Moment Of Inertia for object rotation.
Learn practical usage of important Blueprint concepts like Blueprint Interfaces, Structures, Enumerations, Function Libraries, and Child Blueprints.
Learn to use Construction Scripts for effective automation.
Learn to implement your projects using an Object-Oriented Architecture in Blueprints.
Learn to integrate the brilliant freely available UE4 Ocean Community Plugin and its contents into your project.
  • A unique Unreal Engine 4 Blueprints course where you will learn to develop flying and firing behaviours of Combat Jets and Helicopters from scratch using Physics.

  • Divided into 2 sections, this course is pretty well accommodating for the Beginners as well.

  • Section 1 dedicated to the Beginners in Blueprints will teach you to create a simple Shoot-em-up game from scratch along with Sounds and UI.

  • Section 2 is for the Intermediate Blueprint Developers which will teach you to implement Combat Jets and Helicopters using Physics in Blueprints.

  • Learn to integrate the gorgeous UE4 Ocean Community Plugin(freely available from Github) to your Blank Project.

  • Learn to set up a Classic Jet of the Indian Navy called INAS Seahawk where you will weaponize her, fly her using a Battlefield-esque input controls over the Ocean and fire from her powerful cannons and Rockets, all in Blueprints from scratch!

  • Learn to set up a Classic Helicopter of the Indian Navy called INAS Seaking where you will weaponize her, fly her using a Battlefield-esque input controls over the Ocean and fire her anti-submarine torpedoes, all in Blueprints from scratch!

  • Learn to implement the behaviour of entering and exiting vehicles as characters.

  • Learn to create behaviours for Projectiles like Cannon Guns, Rockets, and Torpedoes.

  • Learn to use Construction Scripts for an effective automation of the development process.

  • Learn to create projects with an Object-Oriented architecture using Parent and Child Blueprints.

  • Learn to use Blueprint Interfaces, Structures, Function Libraries, and Enumerations in Blueprints.

BEGINNERS - Creating a simple Shoot-em-up Game

1
Section 1 Intro

Get a first look at the shoot-em-up game that we will be developing through this section, all the way from a Blank Solution to a fully packaged build with Main Menu, Pause Menu, Game Over Screen, UI Sounds, and Music.

2
Creating the Project and Importing Assets

Download the Assets for this section from the Resources area and let us create the Project and set up the working environment.

3
Creating the Materials for the Turret

Using the Base Colour and Normal Map Textures in the Assets Folder, we shall create Materials for the Turret.

4
Creating the Turret Blueprint

In this lecture, we will create the Turret Blueprint derived off the Pawn Class and set all the components required. We will also create our own GameMode and set the Turret as its DefaultPawn.

5
Adding Sockets to the Turret

We will add sockets to the Turret Static Mesh inside the Static Mesh Editor for attaching the Turret's Gun Camera.

6
Rotating the Turret

In this chapter, we will add Input Key Bindings for rotating the Turret using the Mouse and add logic for its rotation.

7
Preparing to Fire the Turret

In this chapter, we will write the logic for automatic firing of our Turret before we begin creating projectiles and shoot them from the Turret, 2 chapters later.

8
Creating the Turret Projectile
9
Firing the Turret and adding the Firing Sound

We will finally fire the Turret here with sounds.

10
Projectile Collisions

In this chapter, we will create a new Object Type in the Project Settings, set the collision presets for the Projectile Collider, and detect collisions of the projectiles.

11
Setting up the Enemy Character

In this chapter, we will modify the Mannequin character from the Third Person Template and turn him into the Enemy Character of our Game.

12
Creating the NavMesh and moving the Enemy

In this chapter, we will create the NavMesh for our level and use simple navigational functions to move the Enemy Character towards the Player Turret.

13
Understanding Blueprint Interfaces

This is a theoretical chapter that helps us understand Blueprint Interfaces and why to use them.

14
Damage Functions using Blueprint Interfaces and Enemy Death

In this chapter, we implement the theory we learnt about Blueprint Interfaces from the previous chapter and write the Damage Functions. We will also set up the Enemy with a Death Animation.

15
Creating Enemy Waves

In this chapter, we create a simple Spawner Blueprint derived off the Actor class that creates endless waves of Enemies  with a set frequency that run towards the Player's Turret upon spawning.

16
Player Health

In this chapter, we will learn to use the UMG(Unreal Motion Graphics) for creating and implementing the Player's Health Bar UI Widget.

17
Player Blood Splash Effect

In this chapter, we will create the Blood Splash Effect using animations in UMG. The effect will be played every time the Enemy inflicts damage on the Player.

18
Enemy Blood Particle Effect and Death Animations

In this chapter, we modify an existing Particle Effect from the Starter Content to make it appear like blood gushing out of the Enemy upon getting hit. We will also randomize death animations(from the Animation Starter Pack) for the Enemies.

19
Simple HUD

In this chapter, we will create a simple HUD that includes an Enemy Kill Counter which will be displayed at the top right of the screen.

20
Creating the Main Menu

We will be creating a simple Main Menu in this chapter.

21
Creating the Pause Menu
22
Creating the Game Over Screen
23
Setting up the Level

In this chapter, we will modify the Third Person Example Map for creating our own level for the game.

24
Adding Sounds

In this chapter, we will use the Music from Starter Pack and set it up as the Background Music for our game and also use simple built-in Editor Sounds from the Engine Content for UI sounds, and other things.

25
Packaging the Game

This will be the final chapter of this section where we will package our game as Windows executable and test it.

INTERMEDIATE - Implementing Combat Jets and Helicopters [In development...]

1
[SUB-SECTION INTRO] Project Setup
2
Setting up our Working Environment

In this chapter, we will create and set up our Project along with getting the freely available Ocean Community Project from Github. We will end this chapter by setting up our project with the content from the Ocean Community Project.

3
Organizing the Ocean Content
4
Setting up the Aircraft Carrier
5
[SUB-SECTION INTRO] Setting up Seahawk

By the end of this section, we would have had set up INAS Seahawk, the Combat Jet in our Project.

6
Setting up the Jet Fighter (INAS Seahawk)
7
Setting up the Jet Fighter continued...
8
Converting the Jet into a Physics Body
9
[SUB-SECTION INTRO] Enter and Exit Vehicle
10
Vehicle Entry Trigger
11
Widget for Screen Notification
12
Preparing to enter the Vehicle
13
Progress Bar for entering Vehicles
14
Switching to Vehicle Pawn
15
Exiting the Vehicle
16
Fixing a bug in entering vehicle
17
[SUB-SECTION INTRO] Jet cockpit View
18
Cockpit View Implementation Methods
19
Cockpit Blueprint and toggling between Main and Cockpit views
20
[SUB-SECTION INTRO] Object-Oriented Architecture
21
Creating the Vehicle Parent Classes
22
Fixing the Screen Notifications
23
Fixing 'Entering Vehicle'
24
Fixing 'Entering Vehicle' continued...
25
Fixing the 'Exiting Vehicle' functionality
26
[Optional] Understanding the new Entering/Exiting Vehicle functionality
27
Fixing the toggling Cockpit View functionality
28
[SUB-SECTION INTRO] Flying the Jet
29
Jet Movement Methods
30
Thrusting the Jet off the Aircraft Carrier
31
Moving the Third Person Character Input Code
32
Moment of Inertia
33
Jet Rotation
34
Jet Yaw Rotation
35
Jet take-off Trigger Box
36
Calculating the Rate of Acceleration for our Jet
37
Applying Momentum to the Jet
38
[SUB-SECTION INTRO] Jet Weapons
39
Creating the Weapon Parent and Child Weapons
40
Creating the Parent Projectile and Child Projectiles
41
Firing the Jet Cannon
42
Setting up the Jet Crosshairs
43
Setting the Projectile's Life-span
44
Line-tracing weapons for accurate targeting (Part 1)
45
Line-tracing weapons for accurate targeting (Part 1) continued
46
Line-tracing weapons for accurate targeting - Part 2
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