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Unreal Engine 4: Character Skill System

Master the tools used to build "Fortnite" as we craft our very own character skill system using Unreal Engine 4!
Instructor:
Greg Wondra
1.718 estudiantes matriculados
English [Auto-generated]
How to download, install, and setup a project in Unreal Engine 4
How to use the Side Scroller Project Template in Unreal Engine 4 to create a "Metroidvania" style game!
How to implement a Paragon Character (from Unreal Engine 4's stock of FREE assets) as a Playable Character
How to add acquirable Movement, White Magic, and Black Magic Skills to a Player Character
How to add Health and Mana Systems to a project
How to create supporting HUD and Interactive Menus using Unreal Engine 4's Widget Blueprints
How to Script Interactive Gameplay elements utilizing Unreal Engine 4's Blueprint Scripting tools
How to hook up Player Character Animations

In this game design course, I’ll be guiding you step-by-step through the construction of a custom made CHARACTER SKILL SYSTEM using Unreal Engine 4:  THE premier free to download gaming engine!  (AND the SAME engine used to build “Fortnite.”)

This course contains over 145+ fun to follow video lessons.  Topics covered include:

  • How to create a 3D Sidescroller Project in Unreal Engine 4

  • How to create interactive and animated Menus and HUD utilizing Widget Blueprints

  • How to create interactive objects using Blueprint Scripting (NO CODING KNOWLEDGE REQUIRED!)

  • How to create 6 different Player Skills using Blueprint Scripting:

    • Double Jump

    • Back Dash

    • Fireball (direct attack)

    • Electro Shock (AOE attack)

    • Lens of Truth (reveals secret passageways and platforms)

    • Transform into Mist (allows you to pass through gates)

  • How to retarget Skeletal Meshes and Animations

  • How to create and edit an Animation State Machine

  • And more!

With the knowledge gained in these video lessons, you will be armed with the necessary skills to start building your OWN character skill system (WITHOUT any programming knowledge needed)!

Project Setup

1
Project Primer

In this short video I'll just be covering some (IMPORTANT!) things to keep in mind as you work your way through the course. 


THIS LESSON TEACHES HOW TO...

  • Navigate the Course 

2
Download & Install

In this video I'll guide you through the download and installation process for Unreal Engine 4.  Unreal Engine 4 is FREE to download and install! 


THIS LESSON TEACHES HOW TO...

  • Download & Install Unreal Engine 4 

3
Project Creation

In this video we'll create and name our project as well as determine where we'd like to store project files on our computer.  This will be a "Blueprint" based project (no coding experience needed!) and will make use of the "Side Scroller" template that comes with Unreal Engine 4. 


THIS LESSON TEACHES HOW TO...

  • Setup a Brand New Project 

4
Project Organization

In this video we'll be creating the folder structure inside of our project where we'll be storing created assets.  It's always a good idea to work in an organized fashion with a consistent naming convention right from the start. 


THIS LESSON TEACHES HOW TO...

  • Create & Color Folders in the Content Browser 

5
Project Add-Ons

In this video we'll be adding on some FREE Assets from the Epic Games Launcher that we'll be using throughout this course.  Some of these add-on packs will contain things such as particle effects and sounds we'll be using later on in the course. 


THIS LESSON TEACHES HOW TO...

  • Add Marketplace Assets to Project 


ASSETS ADDED / CREATED...

  • InfinityBladeEffects

  • InfinityBladeGrasslands

  • InfinityBladeFireLands

  • InfinityBladeIceLands

  • Paragon:  Countess

  • SoulCave

  • SoulCity 

6
Project Test Map

In this video we'll create a simple "test map" that'll act as a playground for building and testing our character actions, interactions, and skills. 


THIS LESSON TEACHES HOW TO...

  • Create a map (level)

  • Edit Directional Light Actor

  • Set 2D Layer Snap Settings

  • Set Editor Starter Default Level

  • Set Game to Instantly Receive Mouse Input 


ASSETS ADDED / CREATED...

  • Level:  MV_TestMap 

Character Setup

1
Character Basic Setup

In this video we'll be moving and renaming the character asset the user will be controlling.  Additionally, we'll modify a few parameters to ensure our character is traversing down the X+ axis so that our character travels from left to right from a top orthographic view. 


THIS LESSON TEACHES HOW TO...

  • Move an Asset

  • Rename an Asset

  • Edit Player Movement Direction

  • Edit Player Camera Settings   

2
Character Retargeting #1

In this video we'll be walking through the process of retargeting the Paragon "Countess" Character onto our BP_Player.  This process will allow us to use the "Countess" skeletal mesh and animations! 


THIS LESSON TEACHES HOW TO...

  • Retarget Skeletal Meshes and Animations 

3
Character Retargeting #2

With our retargeting process completed in "part 1," this video focuses on setting up our BP_Player to use the desired skeletal mesh and animations. 


THIS LESSON TEACHES HOW TO...

  • Change Skeletal Meshes

  • Change Animation Blueprints

  • Modify a 1D Blend Space

  • Change Default Character Animations 

Character Movement

1
Character Control Overview

In this video we'll take a quick look at our intended control scheme for this project.  In addition to moving left and right and jumping, our character will be able to back dash, double jump, and use magical skills they'll be acquiring throughout the project. 

2
Character Movement Basics

In this video we'll define a few properties within our Character Movement Component to determine how fast our character moves, how fast they rotate, and even how "sticky" they control. 


THIS LESSON TEACHES HOW TO...

  • Edit Character Movement Parameters 

3
Character Jump Setup

In this video we'll setup some of the basic elements needed to get our character's jumping ability working as desired.  This involves setting up an Input Action Mapping inside our Project Settings as well as setting some default jump parameters. 


THIS LESSON TEACHES HOW TO...

  • Edit Project Gravity Settings

  • Create an Input Action Mapping

  • Edit Character Jump Parameters

  • Add a Blueprint Component 


ASSETS ADDED / CREATED...

  • Input Event:  Jump 

4
Character Jump Script

In this video we'll make our character's jump come to life by adding Sound and Particle Effects


THIS LESSON TEACHES HOW TO...

  • Create a Function

  • Script Gameplay   


ASSETS ADDED / CREATED...

  • Function:  JumpUpFX 

5
Character Land Script

In this video we'll make our charater's landing (following a jump) come to life by adding Sound, a Particle Effect and Controller Force Feedback


THIS LESSON TEACHES HOW TO...

  • Create a Variable

  • Script Gameplay 


ASSETS ADDED / CREATED...

  • Variable (Float):  JumpScalar 

HUD

1
HUD - Assets

In this video we'll import the assets needed to put the basic components of our HUD together.  Our HUD will consist of a player portrait, health and mana displays, and magic skills a player can wield. 


THIS LESSON TEACHES HOW TO...

  • Import Assets 


ASSETS ADDED / CREATED...

  • Texture:  T_Ink_Black

  • Texture: T_Ink_Pink


  • Texture: T_Portrait_Background

  • Texture:  T_Portrait_Pic


  • Texture:  T_Mana_Base

  • Texture:  T_Mana_Background

  • Texture: T_Mana_Orb 


  • Texture:  T_Starburst

  • Texture:  T_Magic_Empty

  • Texture:  T_Cooldown


  • Texture:  T_WhiteMagic

  • Texture: T_BlackMagic


  • Texture:  T_LTrigger_01

  • Texture:  T_RTrigger_01 


  • Font:  FT_Gothic_Letters 

  • Font:  FT_Gothic_Numbers 

2
HUD - Creation

In this video we'll create a Widget Blueprint to create our game's HUD.  We'll also create a HUD Blueprint Class.  This is a special "framework" blueprint we'll set our project to use in order to display our HUD on screen. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint

  • Create a HUD Class Blueprint 


ASSETS ADDED / CREATED...

  • Widget Blueprint:  WBP_HUD

  • Blueprint Class:  HUD_MetroidVania 

3
HUD - Layout #1
4
HUD - Layout #2

In this video we'll add a mana display to our HUD. 


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout 

5
HUD - Layout #3

In this video we'll add a display for our character's (eventual!) White Magic skills to our HUD.   


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout 

6
HUD - Layout #4

In this video we'll add a display for our character's (eventual!) Black Magic skills to our HUD.   


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout 

7
HUD - Player Attributes

In this video we'll be adding some Variables to our BP_Player such as health and mana so that we can reference these variables in our HUD. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (Float):  HealthMax

  • Variable (Float):  HealthCurrent

  • Variable (Float):  HealthPercentage

  • Variable (Float): ManaMax

  • Variable (Float):  ManaCurrent

  • Variable (Float):  ManaPercentage 

8
HUD - Player Functions

In this video we'll create some Functions inside our BP_Player and then write some test scripts to modify our character's health and mana amounts.  This is essential to get our HUD's health and mana meters working properly. 


THIS LESSON TEACHES HOW TO...

  • Create Functions   


ASSETS ADDED / CREATED...

  • Function: UpdateHealth

  • Function: UpdateMana 

9
HUD - Bindings

In this video we'll bind our HUD's health and mana widgets to variables stored inside out BP_Player.  This will enable our HUD to accurately reflect our player character's updated health and mana amounts. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions    


ASSETS ADDED / CREATED...

  • Function:  GetCurrentHealth

  • Function:  GetCurrentMana 

10
HUD - Animation #1

In this video we'll create an intro Widget Animation for the HUD elements on the LEFT side of the screen so that they appear in an eye-pleasing manner. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 


ASSETS ADDED / CREATED...

  • Widget Animation:  HUDLeftIntro 

11
HUD - Animation #2

In this video we'll continue on from where we left off in part #1.

12
HUD - Animation #3

In this video we'll create an intro Widget Animation for the HUD elements on the RIGHT side of the screen so that they appear in an eye-pleasing manner. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 


ASSETS ADDED / CREATED...

  • Widget Animation:  HUDRightIntro 

13
HUD - Animation #4

This is a continuation of video HUD - Animation #3.  In this video we'll finish creating our intro animation for the HUD elements on the RIGHT side of the screen. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 

14
HUD - Script

In this video we'll create a script inside of WBP_HUD to make our HUD "Intro" animations play! 

Interactive Objects

1
Interactive - Base Class

In this video we'll create a base Actor Blueprint Class from which our interactive objects will be derived from.  This enables us to specify common components ALL interactable objects will share while allowing us the flexibility to extend this class (through inheritance) to add on unique components and script where necessary. 


THIS LESSON TEACHES HOW TO...

  • Create Actor Class Blueprint 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_InteractiveObject_Base 

2
Interactive - Notify Layout

In this video we'll create the layout for a generic "notification" message we'd like to present to a user when we need to communicate with them. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint

  • Import an Asset

  • Create a Variable

  • Create a Widget Blueprint Variable Binding 


ASSETS ADDED / CREATED...

  • Widget Blueprint:  WBP_Notify

  • Texture:  T_Button_B

  • Variable (Text):  ReceivedMessage

  • Function:  GetInteractiveObjectMessage 

3
Interactive - Notify Animation

In this video we'll create an animation we'd like to call in order for our WBP_Notify asset to appear in an eye-pleasing manner. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 


ASSETS ADDED / CREATED...

  • Widget Animation: Intro 

4
Interactive - Base Class Script

In this video we'll create some Variables and script inside of BP_InteractiveObject_Base in order to inform BP_Player that an object CAN be interacted with. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (BP_Player):  Player

  • Variable (WBP_Notify):  Notify

  • Variable (Text):  InteractMessage

  • Variable (Sound Base):  SFX_Interact 

Skill Acquisition

1
Skill Acquire - Assets #1

In this video we'll import the assets needed to put our skill acquisition blueprints together.  This involves importing icons for creating  Decal Materials and images for skill acquisition notifications. 


THIS LESSON TEACHES HOW TO...

  • Import Assets

  • Move Assets

  • Create Decal Materials

  • Edit Content Browser Thumbnail Images 


ASSETS ADDED / CREATED...

  • Audio:  SFX_SkillAcquired 


  • Texture:  T_Menu_Button

  • Texture:  T_Scroll

  • Texture: T_Button_A

  • Texture:  T_Button_Y

  • Texture:  T_Button_X 


  • Texture:  T_Fireball

  • Texture: T_ElectroSpark

  • Texture:  T_Bloodlust

  • Texture:  T_ArcticBlast

  • Texture:  T_Mist

  • Texture:  T_LensOfTruth

  • Texture:  T_Shield

  • Texture:  T_TimeSlow


  • Texture:  T_Icon_BackDash

  • Texture:  T_Icon_DoubleJump

  • Texture:  T_Icon_Fireball

  • Texture:  T_Icon_ElectroSpark

  • Texture:  T_Icon_Mist

  • Texture:  T_Icon_LensOfTruth 


  • Texture:  T_Image_BackDash

  • Texture:  T_Image_DoubleJump

  • Texture:  T_Image_Fireball

  • Texture:  T_Image_ElectroSpark

  • Texture:  T_Image_Mist

  • Texture:  T_Image_LensOfTruth 

2
Skill Acquire - Assets #2

In this video we'll create a Material from which to create Material Instances from.  These assets will be utilized in our skill acquisition blueprints.   


THIS LESSON TEACHES HOW TO...

  • Create a Material

  • Create Material Instances 

ASSETS ADDED / CREATED...

  • Material: M_Skill_Base

  • Material Instance: MI_BMagic

  • Material Instance: MI_Wmagic 

3
Skill Acquire - Assets #3

In this video we'll customize some Particles desired for our skill acquisition blueprints.   


THIS LESSON TEACHES HOW TO...

  • Duplicate Assets

  • Move Assets

  • Rename Assets

  • Edit Particles 


ASSETS ADDED / CREATED...

  • Particle:  P_Skill

  • Particle: P_BMagic

  • Particle: P_WMagic 

4
Skill Acquire - Assets #4

In this video we'll create our own custom Static Mesh that we'll be making use of in our upcoming skill acquisition blueprints. 


THIS LESSON TEACHES HOW TO...

  • Create a Static Mesh 


ASSETS ADDED / CREATED...

  • Static Mesh:  SM_Book 

5
Skill Acquire - Data

In this video we'll create Enumerations, Damage Type Blueprints and "Struct" (Structure) Variables that'll hold all the data we'd like all of our acquirable skills to have. 


THIS LESSON TEACHES HOW TO...

  • Create Enumerations

  • Create Damage Types

  • Create Structures 


ASSETS ADDED / CREATED...

  • Enumeration:  E_BMagic

  • Enumeration:  E_WMagic

  • Enumeration: E_Skills 


  • Damage Type:  BP_Damage_Fire

  • Damage Type:  BP_Damage_Lightning 


  • Structure: STR_SkillData

  • Structure:  STR_MagicAttributes 

6
Skill Acquire - Skill Attributes #1

In this video we'll be adding some Variables to our BP_Player that'll hold information about upcoming skills our player will obtain. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (E_BMagic):  BMagicSlotted

  • Variable (E_WMagic):  WMagicSlotted

  • Variable (E_Skills):  SkillAcquired

  • Variable (Bool): bWMagicReady? 


  • Variable (Bool):  bHasDoubleJump?

  • Variable (STR Skill Data):  DoubleJumpData 


  • Variable (Bool):  bHasBackDash?

  • Variable (STR Skill Data):  BackDashData 

7
Skill Acquire - Skill Attributes #2

In this video we'll continue to add more Variables to BP_Player to hold all the information necessary about the skills the player can obtain. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (Bool): bHasBMagicFireball?

  • Variable (STR Skill Data):  FireballData

  • Variable (STR Magic Attributes):  FireballAttributes 


  • Variable (Bool):  bHasBMagicElectroSpark?

  • Variable (STR Skill Data):  ElectroSparkData

  • Variable (STR Magic Attributes):  ElectroSparkAttributes 


8
Skill Acquire - Skill Attributes #3

In this video we'll continue to add more Black Magic Skill Variables to our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (Bool):  bHasBMagicBloodlust?

  • Variable (STR Magic Attributes):  BloodlustAttributes 


  • Variable (Bool):  bHasBMagicArcticBlast?

  • Variable (STR Magic Attributes):  ArcticBlastAttributes 

9
Skill Acquire - Skill Attributes #4

In this video we'll finish adding Variables to BP_Player


THIS LESSON TEACHES HOW TO...

  • Create Variables   


ASSETS ADDED / CREATED...

  • Variable (Bool):  bHasWMagicLensOfTruth?

  • Variable (Bool):  bIsUsingLens?

  • Variable (Float):  LensActiveTime%

  • Variable (Float):  LensCooldownTime%

  • Variable (STR Skill Data):  LensData

  • Variable (STR Magic Attributes):  LensAttributes 


  • Variable (Bool):  bHasWMagicMist?

  • Variable (Bool):  bIsUsingMist?

  • Variable (Float):  MistActiveTime%

  • Variable (Float):  MistCooldownTime%

  • Variable (STR Skill Data):  MistData

  • Variable (STR Magic Attributes):  MistAttributes 


10
SKill Acquire - Skill Attributes #5

In this video we'll continue to add more White Magic Skill Variables to our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Variables   


ASSETS ADDED / CREATED...

  • Variable (Bool):  bHasWMagicShield?

  • Variable (STR Magic Attributes):  ShieldAttributes 


  • Variable (Bool):  bHasWMagicTimeSlow?

  • Variable (STR Magic Attributes):  TimeSlowAttributes 

11
Skill Acquire - HUD Bindings #1

In this video we'll revisit our WBP_HUD and begin binding our White Magic HUD Widgets to variables present in our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint Variable Binding

  • Create a Function


ASSETS ADDED / CREATED...

  • Function:  GetWMagicImage



12
Skill Acquire - HUD Bindings #2

In this video we'll continue to bind White Magic HUD Widgets inside WBP_HUD to variables present in our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetWMagicCooldown

  • Function:  GetWMagicManaCost

13
Skill Acquire - HUD Bindings #3

In this video we'll bind some of our Black Magic HUD Widgets to variables present in our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetBMagicImage

  • Function: GetBMagicManaCost 

14
Skill Acquire - Base Class #1

In this video we'll create the parent class from which our skill pickups will be derived from.  This parent class will contain all of the common components, variables, and script our skill pickups will have in common. 


THIS LESSON TEACHES HOW TO...

  • Create Parent Blueprint


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_Base


15
Skill Acquire - Base Class #2

In this video we'll continue the creation of our BP_Skill_Base asset by adding some more Components and Variables.


THIS LESSON TEACHES HOW TO...

  • Create Variables


ASSETS ADDED / CREATED...

  • Variable (Sound Base):  SFX_SkillAcquired

  • Variable (Vector): SkillBeginPosition

  • Variable (Vector): SkillEndPosition 

16
Skill Acquire - Base Class #3

In this video we'll finish the creation of our BP_Skill_Base asset by creating some script to make our skill mesh move up and down above the dais.


THIS LESSON TEACHES HOW TO...

  • Create a Timeline

17
Skill Acquire - Child Blueprint

In this video we'll create a Child of our Parent BP_Skill_Base blueprint.  This child will inherit all the variables, components, and script present in BP_Skill_Base.  With a child created, we can modify properties and individualize script as needed. 


THIS LESSON TEACHES HOW TO...

  • Create Child Blueprints 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_DoubleJump 

18
Skill Acquire - Notify Creation

In this video we'll create a Widget Blueprint that we want to display to notify our user that they've acquired a new skill. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint

  • Create UI Material 


ASSETS ADDED / CREATED...

  • Widget Blueprint:  WBP_SkillAcquired

  • Material: M_SkillAcquire_Title 

19
Skill Acquire - Notify Layout #1

In this video we'll begin to lay out WBP_SkillAcquired by setting several widget component details. 

20
Skill Acquire - Notify Layout #2

In this video we'll continue laying out WBP_SkillAcquired

21
Skill Acquire - Notify Layout #3

In this video we'll finish laying out WBP_SkillAcquired

22
Skill Acquire - Notify Bindings #1

In this video we'll create Variable Bindings inside of WBP_SkillAcquired so that we can dynamically alter aspects of this notification (such as text and images) depending on which skill is acquired. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetTitle

  • Function:  GetSkillFontColor


23
Skill Acquire - Notify Bindings #2

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetSkillBorderColor

  • Function:  GetImageBorderColor

24
Skill Acquire - Notify Bindings #3

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function: GetSkillIcon

25
Skill Acquire - Notify Bindings #4

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetSkillImage

  • Function:  GetInput

  • Function:  GetDescription

26
Skill Acquire - Notify Bindings #5

In this video we'll finish creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  ShowAttributesOverlay

  • Function:  GetManaCost 

27
Skill Acquire - Notify Animations #1

In this video we'll begin creating animations inside of WBP_SkillAcquired so that it appears on the screen in an eye-pleasing manner.


THIS LESSON TEACHES HOW TO...

  • Create Widget Animations   


ASSETS ADDED / CREATED...

  • Widget Animation:  Intro 

28
Skill Acquire - Notify Animations #2

In this video we'll finish creating animations inside of WBP_SkillAcquired so that it appears on the screen in an eye-pleasing manner.


THIS LESSON TEACHES HOW TO...

  • Create Widget Animations   


ASSETS ADDED / CREATED...

  • Widget Animation:  InputPulse

  • Widget Animation: BackHover 

29
Skill Acquire - Script #1

In this video we'll create an Input Action Mapping, some Variables, a Blueprint Interface, and script to allow our player to interact with objects in the world. 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create Variables

  • Script a Line Trace

  • Create a Blueprint Interface

  • Make a Blueprint Interface Message Call 


ASSETS ADDED / CREATED...

  • Input Event:  Interact

  • Variable (Bool):  bCanInteract?

  • Variable (Int):  InteractTraceLength

  • Blueprint Interface:  BPI_Interact 

30
Skill Acquire - Script #2

In this video we'll create script to show or hide WBP_Notify if the player is overlapping the trigger volume of a skill they can acquire.   

31
Skill Acquire - Script #3

In this video we'll create a Player Controller Blueprint Class.  Inside of this framework blueprint, we'll add a Custom Event and script what should happen.


THIS LESSON TEACHES HOW TO...

  • Create a Player Controller

  • Create a Variable

  • Create a Custom Event 


ASSETS ADDED / CREATED...

  • Variable (User Widget):  WBP_LearnedSkill

  • Custom Event: SHOW ACQUIRED SKILL 

32
Skill Acquire - Script #4

In this video we'll create script for the receiving end of our Blueprint Interface message call by scripting what should happen when BP_Player interacts with a skill dais. 


THIS LESSON TEACHES HOW TO...

  • Create a Function 


ASSETS ADDED / CREATED...

  • Function: PlayerAcquiredSkill_FX 

33
Skill Acquire - Script #5

In this video we'll create script inside of PC_MetroidVania to remove WBP_SkillAcquired from the screen with the press of a button. 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping 


ASSETS ADDED / CREATED...

  • Input Event:  Exit Skill Acquire 

34
Skill Acquire - Script #6

In this video we'll create script inside of WBP_SkillAcquired to make our widget animations play once the widget appears on screen. 

35
Skill Acquire - Sibling BPs #1

In this video we'll make duplicates out of BP_Skill_DoubleJump and modify the Variables and Components inside of them to be specific for the other "Skill Acquire" blueprints we still need to create. 


THIS LESSON TEACHES HOW TO...

  • Create Copies of Blueprints 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_BackDash

  • Blueprint:  BP_Skill_LensOfTruth 

36
Skill Acquire - Sibling BPs #2

In this video we'll finish creating our last 3 "Skill Acquire" blueprints. 


THIS LESSON TEACHES HOW TO...

  • Create Copies of Blueprints 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_Mist

  • Blueprint:  BP_Skill_Fireball

  • Blueprint:  BP_Skill_ElectroSpark 

Skill - Double Jump

1
Double Jump - Jump Script

In this video we'll modify our jump script inside BP_Player to account for our player having the Double Jump skill. 


THIS LESSON TEACHES HOW TO...

  • Create Variables

  • Edit a Blueprint Script

  • Access Engine Content 


ASSETS ADDED / CREATED...

  • Variable (Bool):  bIsDoubleJumping?

  • Variable (Integer): JumpCount

  • Variable (Vector):  DoubleJumpVelocity 

2
Double Jump - Land Script

In this video we'll modify our land script inside BP_Player to account for our player having the Double Jump skill. 


THIS LESSON TEACHES HOW TO...

  • Disable / Enable Player Movement 

3
Double Jump - Anim BP (Event Graph)

In this video we'll jump into our player's animation blueprint where we'll first need to pass variable information from our BP_Player asset to our Countess_AnimBP asset. 


THIS LESSON TEACHES HOW TO...

  • Access Character Anim Blueprint

  • Pass Variables from Character Blueprint to Anim Blueprint   


ASSETS ADDED / CREATED...

  • Variable (Bool):  IsDoubleJumping?

  • Variable (Integer):  JumpCount 

4
Double Jump - Anim BP (Anim Graph)

In this video we'll learn about what an Animation State Machine is and how it works.  In doing so, we'll edit our State Machine so that our BP_Player can transition appropriately into and out of a double jump. 


THIS LESSON TEACHES HOW TO...

  • Access & Edit a Character's State Machine 

Skill - Back Dash

1
Back Dash - SFX

In this video we'll create the sound effect we want to hear whenever our character Back Dashes.  To do this we'll mix together 2 sound files to create our very own Sound Cue. 


THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Create a Sound Cue 


ASSETS ADDED / CREATED...

  • Audio:  SFX_BackDash

  • Sound Cue:  SC_BackDash 

2
Back Dash - VFX #1

In this video we'll begin creating the Particle Effect we want to play when our character Back Dashes.  To do this we'll duplicate an existing effect and then heavily edit it in order to get the desired effect.


THIS LESSON TEACHES HOW TO...

  • Duplicate an Asset

  • Move an Asset

  • Edit a Particle 


ASSETS ADDED / CREATED...

  • Particle:  P_BackDash

 

3
Back Dash - VFX #2

In this video we'll finish creating the Particle Effect we want to play when our character Back Dashes. 


THIS LESSON TEACHES HOW TO...

  • Edit a Particle 

4
Back Dash - Script #1

In this video we'll create an Input Action Mapping inside our Project Settings to make our character Back Dash.  Additionally, we'll create the necessary Variables needed to script our Back Dashing functionality. 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create Variables 


ASSETS ADDED / CREATED...

  • Input Event:  Back Dash 

  • Variable (Bool):  bIsBackDashing?

  • Variable (Bool):  bBackDashReady?

  • Variable (Float): BackDashCooldown

  • Variable (Vector):  BackDashLeftAmount

  • Variable (Vector): BackDashRightAmount 

5
Back Dash - Script #2

In this video we'll create a couple Timelines and finalize our Back Dash script. 


THIS LESSON TEACHES HOW TO...

  • Create Timelines 

6
Back Dash - Script #3

In this video we'll fix up a few bugs with our Back Dash particle system.

7
Back Dash - Anim BP (Event Graph)

In this video we'll jump into our player's Animation Blueprint where we'll first need to pass variable information from our BP_Player asset to our Countess_AnimBP asset. 


THIS LESSON TEACHES HOW TO...

  • Access Character Anim Blueprint

  • Pass Variables from Character Blueprint to Anim Blueprint 


ASSETS ADDED / CREATED...

  • Variable (Bool):  IsBackDashing? 

8
Back Dash - Anim BP (Anim Graph)

In this video we'll make edits inside our Animation State Machine so that our player can transition into and out of a Back Dash animation anytime they are idling, walking, or running. 


THIS LESSON TEACHES HOW TO...

  • Access & Edit a Character's State Machine

Black Magic - Fireball

1
Fireball - Blueprint

In this video we'll create a Fireball Blueprint that will contain all the necessary components our Fireball needs - a Static Mesh, a Particle System, a Collision component, and a Projectile Movement component. 


THIS LESSON TEACHES HOW TO...

  • Create an Object Channel

  • Create an Actor Class Blueprint 

  • Add Blueprint Components 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Fireball 

2
Fireball - Player Setup

In this video we'll import an Audio file, add a Component, and create some Variables and Functions needed for our upcoming Fireball script. 


THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Add a Blueprint Component

  • Create Variables

  • Edit a Function

  • Create a Function   


ASSETS ADDED / CREATED...

  • Audio:  SFX_Fireball

  • Variable (Bool): bUsedFireball?

  • Variable (Bool):  bFireballReady?

  • Variable (Float): FireballCooldown 


  • Function:  UpdateMana (part 2)

  • Function:  CheckIfEnoughManaToUseMagic 

3
Fireball - Use Script

In this video we'll add Events and create the script necessary to enable our player to shoot a Fireball! 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create a Custom Event   


ASSETS ADDED / CREATED...

  • Input Event: Black Magic

  • Custom Event: USE FIREBALL 

4
Fireball - Animations #1

In this video we'll be making edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use a Fireball. 


THIS LESSON TEACHES HOW TO...

  • Pass a Variables from the Character Class to an Animation Blueprint

  • Edit a Character's Animation State Machine


ASSETS ADDED / CREATED...

  • Variable (Bool): UsedFireball? 

5
Fireball - Animations #2

In this video we'll continue to make edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use a Fireball.


THIS LESSON TEACHES HOW TO...

  • Edit a Character's Animation State Machine

  • Create Anim Callbacks 

6
Fireball - Camera Shake

In this video we'll create a Camera Shake Blueprint that we'll use to control how much our game's camera shakes when a Fireball hits something. 


THIS LESSON TEACHES HOW TO...

  • Create Camera Shake Blueprint 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_CameraShake 


7
Fireball - Damage Script

In this video we'll create script inside of our Fireball Blueprint that'll cause damage, spawn effects, and make the screen shake when our Fireball hits something. 

Black Magic - Electro Spark

1
Electro Spark - Blueprint

In this video we'll create a Blueprint for our Electro Spark skill.  This Blueprint will consist of a Collision component and several Particle System components. 


THIS LESSON TEACHES HOW TO...

  • Create an Actor Class Blueprint 

  • Add Blueprint Components 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_ElectroSpark 

2
Electro Spark - Player Setup

In this video we'll import an Audio file, add a Component, and create some Variables needed for our upcoming Electro Spark script. 


THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Add a Blueprint Component

  • Create Variables

  • Create Functions 


ASSETS ADDED / CREATED...

  • Audio: SFX_ElectroSpark 


  • Variable (Bool):  bUsedElectroSpark?

  • Variable (Bool):  bElectroSparkReady?

  • Variable (Float): ElectroSparkCooldown 


  • Function:  ElectroSpark_ON

  • Function:  ElectroSpark_OFF 

3
Electro Spark - Use Script #1

In this video we'll add an Event and start creating the script necessary to enable our player to cast out their "Electro Spark" skill.


THIS LESSON TEACHES HOW TO...

  • Create a Custom Event 


ASSETS ADDED / CREATED...

  • Custom Event: USE ELECTRO SPARK 

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