Professional Game Development in C++ and Unreal Engine
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25:13:40
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1 - Welcome! (Course Structure) Tom Looman.MP4
03:06
2 - GitHub Repository and Blank C++ Project Tom Looman.MP4
09:00
3 - Project Walkthrough and first C++ Class UNREAL ENGINE 5.0EDITOR BASICS Tom Looman.MP4
13:21
4 - Adding Components (Third-person Camera) Tom Looman.MP4
10:54
5 - Binding Movement Input Tom Looman.MP4
08:11
6 - Character Setup And Course Content (GitHub Commit Example) Tom Looman.MP4
04:45
7 - Character Input And Rotations Tom Looman.MP4
17:22
8 - Magic Projectile Attack Tom Looman.MP4
26:28
9 - Assignment 1 (Character Setup, Magic Projectile, Explosive Barrel) Tom Looman.MP4
01:53
10 - C++ Interfaces (Interacting with Actors) Tom Looman.MP4
12:54
11 - ActorComponents And Collision Traces (InteractionComponent) Tom Looman.MP4
35:33
12 - Animations and Timers (Improving the Attack) Tom Looman.MP4
07:55
13 - What is Unreals Blueprint.MP4
05:50
14 - Blueprint Interaction And Casting Tom Looman.MP4
15:27
15 - Animating in Blueprint Tom Looman.MP4
15:04
16 - Projectile Blueprint And Collision Tom Looman.MP4
18:44
17 - Assignment 1 Solution Review Tom Looman.MP4
10:17
18 - Hotreload Warning Tom Looman.MP4
00:25
19 - Debugging C++ And Blueprints (Logging, Breakpoints, Drawing Debug Shapes) Tom Looman.MP4
17:38
20 - Camera Changes And First UMG Widget (Crosshair) Tom Looman.MP4
05:49
21 - Assignment 2 (Blackhole Projectile, Dash Ability, Targeting) Tom Looman.MP4
10:24
22 - Asserts for pro-active detection of bugs Tom Looman.MP4
07:24
23 - Attribute Component (RPG-style) Tom Looman.MP4
22:33
24 - Event-based principles with UMG (Health Change Events) Tom Looman.MP4
17:05
24 - UMG with Data Bindings (Health Bar) Tom Looman.MP4
11:34
26 - Animating UMG Widgets Tom Looman.MP4
05:06
27 - Dealing Damage with Attributes (Explosive Barrel) Tom Looman.MP4
03:05
28 - Intro And Projectile Collision Fix Tom Looman.MP4
02:52
29 - Material Basics (Shaders) Tom Looman.MP4
21:03
30 - Hit Flash Material And Driving Material parameters through C++ Tom Looman.MP4
11:33
31 - Simple Dissolve Materials (Textures) Tom Looman.MP4
07:33
32 - Creating Re-usable Material Functions Tom Looman.MP4
04:25
33 - Materials for User Interface (UMG) Tom Looman.MP4
08:40
34 - Assignment 2 Solution Review Tom Looman.MP4
15:51
35 - Creating Sound Cues Tom Looman.MP4
07:52
36 - Animation Blueprints And Handling Player Death Tom Looman.MP4
14:19
37 - Projected 3D UI (Damage Numbers) Tom Looman.MP4
10:56
38 - Assignment 3 (Health - Damage, Audio, Projectiles, UI) Tom Looman.MP4
07:21
39 - AI Overview (Behavior Trees, Blackboards, EQS) Tom Looman.MP4
05:08
40 - Bot Behaviors and Movement Tom Looman.MP4
23:40
41 - Custom Check Attack Range Service for BT Tom Looman.MP4
26:32
42 - Custom C++ BT Task for Ranged Attacks Tom Looman.MP4
17:36
43 - Environment Queries for smarter movement Tom Looman.MP4
19:06
44 - Adding Sight with Pawn Sensing Component Tom Looman.MP4
12:33
45 - Improving Bot Animations And C++ Asserts Tom Looman.MP4
07:29
46 - Assignment 3 Solution Review Tom Looman.MP4
09:44
47 - Assignment 4 (Expanding AI Behavior) Tom Looman.MP4
01:33
48 - EQS to find bot spawnpoints Tom Looman.MP4
10:48
49 - GameMode with custom AI spawn behavior Tom Looman.MP4
30:20
50 - Further AI improvements (Damage, Death, Ragdolling) Tom Looman.MP4
23:01
51 - More senses for AI (Reacting to Damage) Tom Looman.MP4
06:18
52 - Helpful utilities for game framework (static functions) Tom Looman.MP4
08:51
53 - Improving bot firing logic (weapon accuracy, collision checks) Tom Looman.MP4
12:06
54 - Damage feedback through Hitflash effect Tom Looman.MP4
04:44
55 - 3D (Projected) Health bar with C++.MP4
30:10
56 - Updating HUD Widgets UMG Learning Resources.MP4
15:14
57 - Setup Proper Player Spawn.MP4
04:45
58 - Adding Debug Commands.MP4
08:47
59 - Assignment 4 Solution Review Tom Looman.MP4
04:22
60 - Refining Player Respawns Tom Looman.MP4
13:16
61 - Console Variables for debugging and game balancing Tom Looman.ts
30:00
62 - Assignment 5 (Credits System, EQS Spawning) Tom Looman.MP4
02:23
63 - What is GAS and why write our own.MP4
09:13
64 - Starting our Action System and first Action (Sprinting) Tom Looman.MP4
20:38
65 - Converting the Projectile Attacks to Actions Tom Looman.MP4
21:38
66 - Improving the Physics Impulses on bot ragdolls Tom Looman.MP4
02:44
67 - Setting up GameplayTags Tom Looman.MP4
14:21
68 - Comparing Tags in our Action System (Granting and Blocking Tags) Tom Looman.MP4
10:54
69 - GameplayTags for DOOM-style Door And Keycard system Tom Looman.MP4
06:55
70 - Parrying Attacks using GameplayTags Tom Looman.MP4
21:42
71 - Assignment 5 Solution Review Tom Looman.MP4
12:11
72 - Creating Buffs And Debuffs (Damage over Time Effect) Tom Looman.MP4
22:09
73 - Improving World Interaction with UI Feedback Tom Looman.MP4
15:18
74 - Assignment 6 (Rage, Thorns, Power-up, Spotted UI) Tom Looman.MP4
03:59
75 - What is Network Replication.MP4
15:20
76 - Networking the world interaction logic (RPCs) Tom Looman.MP4
24:48
77 - Networking the Treasure Chest (RepNotify) Tom Looman.MP4
13:29
78 - Authority and Actor instances on Clients Tom Looman.MP4
08:59
79 - Networking the Attributes And UI state (Health) Tom Looman.MP4
30:13
80 - Blueprint Networking Tom Looman.MP4
09:33
81 - Networking the Action System Tom Looman.MP4
09:01
78 - Assignment 6 Solution Review Tom Looman.MP4
13:06
79 - Assignment 7 (Replicating Attributes And Power-ups) Tom Looman.MP4
03:16
80 - Preparing the Actions with on-screen logging Tom Looman.MP4
08:43
81 - Networking UObjects And Actions (Action System) Tom Looman.MP4
26:49
82 - Note on RepNotify behavior Tom Looman.MP4
03:35
83 - Code flow and execution between Clients and Server Tom Looman.MP4
10:56
84 - Limiting Authority of the Client Tom Looman.MP4
20:02
85 - Networking remaining features (Sprint, etc.) Tom Looman.MP4
06:07
86 - Improving on Event-based UI UNREAL ENGINE 5.0 Tom Looman.MP4
14:00
87 - Setup core Save And Load Functionality (SaveGame And Slots) Tom Looman.ts
15:43
88 - Serializing Player Progression (PlayerState) Tom Looman.MP4
11:31
89 - Serializing World Transforms (World State #1) Tom Looman.MP4
08:55
90 - Serializing Any Variables Automatically (World State #2) Tom Looman.MP4
14:15
91 - Serializing Blueprints And Saving via Actor Interaction Tom Looman.MP4
06:46
92 - Assignment 7 Solution Review Tom Looman.MP4
12:14
93 - Creating Main Menus with UMG Tom Looman.MP4
32:06
94 - Creating In-Game Menus Tom Looman.MP4
12:21
CourseContent Addon v2.zip
95 - Setup Widgets And Event-based logic for Buffs And Debuffs Tom Looman.MP4
18:31
96 - Finishing Buff Bar And Animated materials for UI Tom Looman.MP4
15:13
97 - Syncing ActionEffect (Duration) for Multiplayer Tom Looman.MP4
07:30
98 - Widget Styling (HUD And Menus) Tom Looman.MP4
14:48
99 - Animation State Machines (Stunned Effect) And C++ AnimInstance Tom Looman.MP4
21:41
100 - Blend Poses And Blend Spaces (Floating Sprint Animation) Tom Looman.MP4
14:19
101 - Status Text for Interactables (UMG) And C++ Loc Text Tom Looman.MP4
18:09
102 - Data Tables And Data Assets (Setup for Bot Spawns) Tom Looman.MP4
15:37
103 - Soft References (Size Map, Reference Viewer) Tom Looman.MP4
13:05
104 - Primary Assets And Async Loading (Asset Manager) Tom Looman.MP4
19:35
105 - Cooking Content And Packaging Tom Looman.MP4
09:14
106 - Profiling Basics And Stat Commands Tom Looman.MP4
15:46
107 - Unreal Insights for CPU And LoadTimes Tom Looman.MP4
13:03
108 - Fixing up log warnings and errors Tom Looman.MP4
13:11
109 - Improving the SaveGame, Collisions And UI Tom Looman.MP4
15:05
110 - WARPSQUAD Project Workflow Demo Tom Looman.MP4
20:13
111 - Where to go next... Tom Looman.MP4
06:57
112 - Programming with Subsystems (UGameInstanceSubsystem) Tom Looman.MP4
05:10
113 - Extending Editor And Project Settings (UDeveloperSettings) Tom Looman.MP4
04:25
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- language english
- Training sessions 117
- duration 25:13:40
- Release Date 2023/06/16