Learning Path: Unreal Engine: Develop Classic and RTS Games
Are you a game developer looking to learn gameplay programming in Unreal Engine? Do you want to dive deep into the amazing capabilities of Unreal Engine? If yes, this Learning Path is for you.
Unreal Engine has been awarded by Guinness World Records as “the most successful video game engine”.
Unreal Engine: Develop Unreal Classic and RTS Games is Packt’s Video Learning Path that is a series of individual video products put together in a logical and stepwise manner such that each video builds on the skills learned in the video before it.
This Path will give you a brief overview of the basics and move quickly to explore the amazing capabilities of Unreal Engine. The design complexity of each game increases gradually to give you a complete overview of Unreal Engine 4 and its amazing features. You will learn to implement advanced shading techniques, create stunning graphics, leverage the rendering power of Unreal Engine to get the best out of it.
Then, you’ll learn to implement an RTS-style free roaming camera from scratch. From there, you’ll move on to selecting Non-Playable Characters (NPCs) through mouse input, and using basic Artificial Intelligence (AI) and Pathfinding to have selected NPCs move around a level. Then, you will add a second unit to the game, make a unit attack, create destructible environments, and finally bring everything together with an RTS-style user interface using Unreal Motion Graphics (UMG).
The goal of this course is to help you build complex games with Unreal Engine.
This Learning Path is authored by some of the best in the field.
About the Author
Mike Sill is a 3D Artist from Cleveland, OH, working in Los Angeles, CA. He has used Epic’s Unreal Engine since 2007 and professionally since 2012. Mike has had the honor of working alongside the likes of Jesse Schell, Patrick Hanenberger, and Dan Gregoire. Mike currently works as an Engine Artist making pre-viz and post-viz sequences for theme parks, Hollywood films, and AAA videogame titles.
Jonathan A. Daley is a co-founder of independent game studio Nacelle Games, which he founded with his wife Carrie Daley, in 2014. Since then they’ve shipped several games and apps for iOS and tvOS, as well as consulted on several VR projects. Jonathan has programmed and designed over 20 games and apps since 2013, using everything from the Unreal Engine 4 and Unity 3D game engines, to programming games and apps from scratch in Xcode and Visual Studio.
Unreal Engine 4.x Projects
This is to give you a brief information about the course.
The aim of this video is to learn how to manipulate the UE4 viewport and understand the main menus.
What are we dealing with in regards to geometry and manipulating the different kinds of geometric actors in UE4? How do we utilize them to create quick and rough environments or Greyboxing?
How to we add beauty to our games? What is PBR and how do we accomplish realistic rendering with Unreal Materials? How do we create these materials?
We need to streamline our greybox workflow. In this video learn what a prefab is and how, in UE4, do we utilize blueprints to bend menial tasks to our will.
To setup our playfield and project files.
With this video learn to create a paddle that will be controlled by the player and make a camera that will view our game from a top-down orthographic perspective.
The aim of this video is to make a ball that collides with our paddle and other objects in the game.
The aim of this video is to create a functioning paddle that is controlled by AI.
We need to make goals and a win condition.
How do we change our game with polish to make it fun and interesting, and how do we display our score within the level?
Learn what is Impulse, and how can we incorporate its use into our paddle system.
In this video explore how to create a fun pop-bumper mechanic and implement a multiball function?
How can we move our game logic, such that the ball can be spawned, destroyed, and respawned? How can we keep our game score if the ball is destroyed?
With this video, get to know how to create a fun multiball mechanic.
How do we implement a timer that will not only count down, but also display in the 00:00 format and end our game upon completion?
How do we add particle systems to our game in a fun way?
How do we make a fun and interesting side-scrolling platform game?
The aim of this video is to create fluid character movement and limit those movements to make the game challenging.
The aim of this video is to create a rolling barrel obstacle that damages our player.
How do we create a platform system that activates when our player enters a volume? Also, how can we make our character have limited invincibility upon collecting a coin?
How can we make our character have limited invincibility upon collecting a coin? Also, how can we represent that visually during the game?
How do we begin and end the game? Also, lets learn how might we create a launch pad that will push our character onto the final platform.
Can we trigger interaction via Linetracing/Raycasting?
With this video learn how to create a scoring system that utilizes raycasting when the player jumps successfully over a barrel obstacle.
Can we make a new level with a new enemy mechanic, while also utilizing and modifying existing blueprints to create an exciting and challenging experience?
The aim of this video is to learn how to create an enemy that patrols between two points in space.
How do we modify our Elevator BP, such that the level will spawn our Elevators and they will move automatically, regardless of player overlap?
With this video learn to create a Level Goal,that requires the player to collect a certain amount of coins in order to access the end area.
How do we make an obstacle that blocks progress to the end, yet can be cleared upon collection 100% of coins? Also with this video get to know how we can utilize Matinee to show the player that the path to the finish is clear.
Finally create a third and final level to wrap things up.
The aim of this video is to modify our Barrel Launcher blueprint to become a dangerous obstacle.
Now that we have multiple levels, how do we travel between them?
Can we create an in-game main menu with UE4, and what do we need to add or modify?
With this video let's take a look at how can we setup a main menu that feeds into a level select menu and also allows us to exit the game.
Now that we have a visual menu, how can we make it functional?
The aim of this video is to add sound to our menu and game.
How can we add a consistent look and feel to our game? Can we turn our game into an .EXE file to share with our friends? You will get to know with this video.
Building an Unreal RTS Game: The Basics
This video gives overview of the entire course.
The template we are using in Unreal Engine 4 does not use a free roaming camera. We have to create one utilizing a Pawn class. We alsohave to integrate it into the GameMode.
The Top Down Template comes with some key bindings, but we will add some more. Then we will implement controlling the camera's movement through the use of Input Axis Events, and finally we will test the camera setup.
Most games in the RTS genre allow their camera to zoom in on the action. We can implement this functionality by modifying the SpringArm's Target Length dynamically, using Action Mappings.
The TopDown Character Blueprint that came with the Top Down Template has a lot of what we need for an infantry unit, but it also has a lot of extra things we don't need.
Utilizing a Blueprint Interface, we will implement a unit's ability to be selected, and will also implement tracking, in the GameController about what units have been selected.
We need to modify the Decal Material, and how it is used in the Infantry_CharBluepint so that it can be used as an indication to the player that a unit is selected.
In this video we’ll be creating an AIController, and an Input Action, to allow us to begin programming movement for our infantry unit.
In this video we’re going to setup the User Interface for sending commands to our Infantry Units.
In this video, we will take advantage of Unreal Engine 4's powerful navigation and pathfinding system by utilizing the AIController class to direct Infantry Units to move to a specific location chosen by the player clicking in the game world.
In this video, we’ll discuss several ways to begin modifying Navigation in your levels, including how to set Actors with collision interact with the Nav Mesh, reviewing Area Classes for Navigation, and how to use the Nav Modifier Volume.
In this video, we add some stairs and a platform to demonstrate how to use the Nav Mesh Bounds Volume to add verticality to our levels when using a navigation mesh.
In this video, we will review how characters use the Navigation Mesh to determine where they can safely traverse a level. Then we will add custom paths into the Navigation System by using a Nav Link Proxy, and finally, we will link together several Nav Link Proxies to create complex custom paths.