Unreal Engine 5 C++: Advanced Action RPG
Create advanced RPG combat experience in Unreal Engine 5 through Gameplay Ability System(GAS) using C++
Lo que serás capaz de hacer
Welcome to "Unreal Engine 5 C++: Advanced Action RPG" ! The most comprehensive RPG course you'll ever find online. In this course, we'll employ i ndustry-standard coding practices and data-oriented design to create AAA RPG combat experiences. You'll learn how to use Gameplay Ability System to create a complex RPG combat experience and implement exciting features like a combo system with light and heavy attacks, directional rolling, hit reactions, blocking, parrying, target locking, special abilities with cooldowns, AI avoidance, advanced enemy AI with strafing and projectile attacks, an epic boss fight, and much more. In the first section, we’ll set up our hero character for the gameplay ability system and proceed with input binding using native gameplay tags and data assets. Once our character can navigate the level, we’ll combine GAS with linked animation layers to create a melee combo system featuring light and heavy attacks. With these elements in place, we’ll introduce enemy characters, adding attributes, combat feedback, character death, and a robust UI notification system. You’ll also learn to use asynchronous loading for startup data and create a custom function library for handling damage. Next, we’ll implement AI avoidance and strafing using a blend of Blueprint and C++ behavior tree nodes to craft advanced AI behaviors. We’ll incorporate the crowd following component for detour crowd avoidance and explore behavior tree node types and the environment query system to determine strafing locations. With our enemies capable of dealing damage, we’ll refine our hero’s combat abilities by adding directional rolling, directional hit reactions, blocking, parrying, and target locking. You’ll learn to use motion warping for dynamic rolling distances and handle most of the heavy lifting in C++ for the target lock ability. Following this, we’ll introduce a ranged enemy that shoots projectiles and retreats when approached. We’ll then add a boss character complete with a boss bar, powerful melee attacks, and the ability to summon other enemies. Once our combat system is fully functional, we’ll develop a survival game mode with enemy waves. We’ll create multiple widgets, including a win screen, lose screen, pause menu, and main menu. Finally, we’ll port everything to a real map for epic battles against our enemies. This comprehensive RPG course is unmatched online. With detailed code changes provided in each lecture and a step-by-step approach, there’s no better time to create your dream RPG project. What are you waiting for? Join the course and start your RPG adventure today!
- Powerful melee combo system with light and heavy attacks
- Make use of Gameplay Ability System to create engaging RPG combat experience
- Advanced enemy AI using custom BTTask, BTTDecorator, BTService
- Environment Query System for advanced AI behaviors
- Directional hit react and rolling
- Melee block and parry system
Temario
UNIDAD 1 - Introduction · 6 leccionesUNIDAD 1 - Introduction
UNIDAD 1 - Introduction
- Introduction
- Some Common Questions You May Have...
- Create a New C++ Project
- Set Up Test Map
- How to get help?
- Hard and Soft Reference
UNIDAD 2 - Set Up Hero Character · 19 leccionesUNIDAD 2 - Set Up Hero Character
UNIDAD 2 - Set Up Hero Character
- Set Up Hero Character Section Overview
- Basic Class Structure
- Debug Helper
- Set Up Hero Camera
- Native Gameplay Tags
- Input Config Data Asset
- Custom Enhanced Input Component
- Binding Input
- Character Anim Instance
- Hero AnimBP
- Hero Anim Instance
- Gameplay Ability System
- Ability Activation Policy
- Set Up Weapon Class
- Set Up Hero Weapon
- Start Up Data
- Synchronous Loading
- Share Task: Share Your Progress
- Section Wrap Up
UNIDAD 3 - Melee Combo System · 25 leccionesUNIDAD 3 - Melee Combo System
UNIDAD 3 - Melee Combo System
- Melee Combo System Section Overview
- Challenges Ahead
- Pawn Extension Component
- Register Spawned Weapon
- Hero Gameplay Ability
- Ability Input Action
- Hero Ability Set
- Binding Ability Input
- Play Montage and Wait
- Wait for Gameplay Event
- Animation Layer Interface
- Master Anim Layer
- Link Anim Layer
- Default Weapon Ability
- Grant Weapon Ability
- Handle Unequip Axe
- Light Attack Ability
- Combo Logic
- Heavy Attack Ability
- Heavy Attack Logic
- Warrior Function Library
- Jump To Finisher
- Slow Motion and Sound FX
- Share Task: Share Your Combo System
- Section Wrap Up
UNIDAD 4 - Hero Combat · 50 leccionesUNIDAD 4 - Hero Combat
UNIDAD 4 - Hero Combat
- Hero Combat Section Overview
- Challenges Ahead
- Set Up Enemy Character
- Gruntling Guardian
- Asynchronous Loading
- Spawn Enemy Weapon
- Attribute Set
- Gameplay Effect
- Apply Gameplay Effect To Self
- Init Enemy Attributes
- Pawn Combat Interface
- Toggle Weapon Collision
- On Weapon Begin Overlap
- On Target Interacted
- Notify Melee Hit
- Set Up Attack Montages
- Make Gameplay Effect Spec Handle
- Hero Damage Info
- Apply Effect Spec Handle To Target
- Capture Relevant Attributes
- Retrieve Hero Damage Info
- Calculate Final Damage Done
- Set Up Heavy Attacks For Damage
- Modify Health Attribute
- Hit React Ability
- Trigger Hit React Ability
- Material Hit FX
- Hit Pause
- Camera Shake
- Hit React Sound
- Gameplay Cues
- Enemy Death Ability
- BP Death Interface
- Dissolve Material FX
- Dissolve Niagara FX
- Share Task: Share Your Progress
- Pawn UI Component
- Broadcast Value Change
- Listen For Broadcasting
- Enemy Init Created Widget
- Template Widgets
- Set Status Bar Fill Color
- Template Icon Slot Widget
- Hero Overlay Widget
- Enemy Health Widget Component
- Hide Enemy Health Bar
- Update Weapon Icon
- Final Tweaking
- Share Task: Share Your Combat
- Section Wrap Up
UNIDAD 5 - Enemy AI · 34 leccionesUNIDAD 5 - Enemy AI
UNIDAD 5 - Enemy AI
- Enemy AI Section Overview
- Preparing Enemy For Combat
- Crowd Following Component
- AI Perception
- Generic Team ID
- Behavior Tree
- Configure AI Avoidance
- Behavior Tree Node Types
- Observer Aborts
- Orient To Target Actor
- Environment Query System
- Custom Query Context
- Toggle Strafing State
- Calculate Direction
- Strafing Blend Space
- Compute Success Chance
- Dot Product Test
- Enemy Melee Ability
- Activate Ability By Tag
- Is Target Pawn Hostile
- Notify Melee Hit
- Make Enemy Damage Effect Spec Handle
- Apply Enemy Damage
- Motion Warping
- Update Motion Warp Target
- Construct Native BT Task
- Rotate Enemy In Task
- Melee Attack Branch
- Does Actor Have Tag Decorator
- Duration Gameplay Effect
- Should Abort All Logic
- Guardian Attack Sound FX
- Share Task: Share Your AI
- Section Wrap Up
UNIDAD 6 - Hero Combat Abilities · 42 leccionesUNIDAD 6 - Hero Combat Abilities
UNIDAD 6 - Hero Combat Abilities
- Hero Combat Abilities Section Overview
- Planning Ahead
- Two-Key Input Action
- Get Last Movement Input
- Rolling Distance
- Get Value At Level
- Rolling Sound FX
- Hero Hit React Ability
- Trigger Hero Hit React
- Hero Hit FX
- Compute Hit React Direction
- Hit React Tags
- Switch On Gameplay Tags
- Hit React Sound FX
- Hero Block Ability
- Add Gameplay Cue To Owner
- Is Valid Block
- Notify Successful Block
- Handle Successful Block
- Is Perfect Block
- Notify Perfect Block
- Initiate Counterattack
- Share Task: Share Your Block Ability
- Set Up Target Lock Ability
- Toggle Target Lock
- Get Available Targets
- Get Nearest Target
- Draw Target Lock Widget
- Set Target Lock Widget Position
- Execute Task On Tick
- On Target Lock Tick
- Orient To Target While Target Lock
- Switch To Target Lock Poses
- Target Lock Walk Speed
- Switch Target Input Action
- Target Lock Mapping Context
- Notify Switch Target
- Handle Switch Target
- Hero Death
- Tweaking Target Lock
- Share Task: Share Your Target Lock Ability
- Section Wrap Up
UNIDAD 7 - Ranged Enemy · 19 leccionesUNIDAD 7 - Ranged Enemy
UNIDAD 7 - Ranged Enemy
- Ranged Enemy Section Overview
- Ranged Enemy Starting Weapon
- Glacer Starting Stats
- Glacer Hit React
- Ranged Behavior Tree
- Find Shooting Position
- Projectile Ability
- Projectile Class
- Spawning Projectile
- On Projectile Hit
- Handle Projectile Hit
- Projectile Spec Handle
- Make Projectile Spec Handle
- Projectile Sound FX
- Glacer Melee Ability
- Unblockable Attack
- Share Task: Share Your Ranged Enemy
- Combat Test Map
- Section Wrap Up
UNIDAD 8 - Boss Enemy · 26 leccionesUNIDAD 8 - Boss Enemy
UNIDAD 8 - Boss Enemy
- Boss Enemy Section Overview
- Set Up Boss Character
- Giant Starting Stats
- Boss Bar Widget
- Draw Boss Bar To Screen
- Giant Hit React
- Giant Death
- Remove Boss Bar
- Giant Behavior Tree
- Giant Melee Ability
- Hand Collision Box
- Post Edit Change Property
- Toggle Box Collision
- Giant Second Melee Ability
- Giant Combo
- Wait Spawn Enemies
- Summon Ability
- Listen For Gameplay Event
- Async Load And Spawn Enemies
- Fix Facing Rotation
- Stop Spawning Enemies
- Enemy Entry FX
- Enemy Entry Montage
- Check Current Health Percent
- Share Task: Share Your Boss Fight
- Section Wrap Up
UNIDAD 9 - Hero Special Abilities · 50 leccionesUNIDAD 9 - Hero Special Abilities
UNIDAD 9 - Hero Special Abilities
- Hero Special Abilities Section Overview
- Challenges Ahead
- Rage Ability Tags
- Rage Ability Blueprint
- Rage Anim Montage
- Rage Gameplay Cue
- Activation Condition
- Consume Rgae
- Set Up Rage Slash
- Spawn Rage Slash
- On Rage Slash Begin Overlap
- Rage Slash For All Attacks
- Gain Rage
- Special Weapon Ability Tags
- Grant Special Weapon Ability
- Light Ability Montage
- Light Ability Damage
- Cooldown Gameplay Effect
- Ability Icon Widget
- On Ability Icon Updated
- Listen For Ability Icon Change
- Notify Ability Cooldown
- Custom Latent Action
- Count Down Action Class
- Construct Count Down Action
- Count Down Logic
- Update Cooldown
- Resume Cooldown
- Share Task: Share Your Ability Cooldown
- Heavy Ability
- Heavy Ability Montage
- Heavy Ability Damage
- Apply AOE Damage
- Commit Ability Cooldown
- Stone Class
- BP Stone
- Pick Up Ability
- On Stone Begin Overlap
- Collect Stones
- Consume Stone Input
- Consume Stones
- On Stone Consumed
- Input Key Widget
- Broadcast Display Input Key
- Listen For Display Input Key
- Spawn Stone Ability
- Spawn Stone Logic
- Glacer Spawn Stone Chance
- Share Task: Share Your Progress
- Section Wrap Up
UNIDAD 10 - Survival Game Mode · 20 leccionesUNIDAD 10 - Survival Game Mode
UNIDAD 10 - Survival Game Mode
- Survival Game Mode Section Overview
- Game Mode Test Map
- Survival Game Mode Class
- Enemy Wave Spawner Table Row
- Wave Progression Logic
- Wave Count Down Widget
- Drawing Wave Count Down Widget
- Wave Info Widget
- Pre Load Next Wave Enemies
- Try Spawn Wave Enemies
- On Enemy Destoryed
- On Wave Completed
- Playtesting Game Mode
- Register Spawned Enemies
- Notify Last Wave
- On Player Died
- Game Difficulty
- Verify Game Difficulty
- Share Task: Share Your Survival Game Mode
- Section Wrap Up
UNIDAD 11 - In-Game Widgets · 28 leccionesUNIDAD 11 - In-Game Widgets
UNIDAD 11 - In-Game Widgets
- In-Game Widgets Section Overview
- Template Button Widget
- Pause Menu Template Button
- Lose Screen
- Lose Screen Animation
- Drawing Lose Screen
- Warrior Game Instance
- Get Game Level by Tag
- Open Level
- Toggle Input Mode
- Win Screen Widget
- Drawing Win Screen
- Pause Menu Widget
- Drawing Pause Menu
- Main Menu Map
- Main Menu Button Template
- Main Menu Widget
- Main Menu Animation and Logic
- Options Menu Widget
- Options Menu Logic
- Save Game Object
- Load and Save Game Difficulty
- Game Mode Load Difficulty
- Loading Screen
- Survival Game Map
- Background Music
- Share Task: Share Your Progress
- Section Wrap Up
UNIDAD 12 - Congratulations · 2 leccionesUNIDAD 12 - Congratulations
UNIDAD 12 - Congratulations
- Where to go from here?
- Continue your C++ journey...
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