Implement Jets & Choppers in Unreal Engine 4 Blueprints
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
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.
Download the Assets for this section from the Resources area and let us create the Project and set up the working environment.
Using the Base Colour and Normal Map Textures in the Assets Folder, we shall create Materials for the Turret.
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.
We will add sockets to the Turret Static Mesh inside the Static Mesh Editor for attaching the Turret's Gun Camera.
In this chapter, we will add Input Key Bindings for rotating the Turret using the Mouse and add logic for its rotation.
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.
We will finally fire the Turret here with sounds.
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.
In this chapter, we will modify the Mannequin character from the Third Person Template and turn him into the Enemy Character of our Game.
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.
This is a theoretical chapter that helps us understand Blueprint Interfaces and why to use them.
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.
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.
In this chapter, we will learn to use the UMG(Unreal Motion Graphics) for creating and implementing the Player's Health Bar UI Widget.
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.
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.
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.
We will be creating a simple Main Menu in this chapter.
In this chapter, we will modify the Third Person Example Map for creating our own level for the game.
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.
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...]
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.
By the end of this section, we would have had set up INAS Seahawk, the Combat Jet in our Project.