Unreal Engine 5 C++ The Ultimate Game Developer Course
Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game! With updates for 5.7!
Lo que serás capaz de hacer
Learn Unreal Engine 5 C++ Programming by Creating an Action-RPG Style Open World Game! This course will take you from beginner to hero as we create everything in this course project from scratch. Learn Unreal Engine 5's new features from Open World maps, Quixel Bridge megascans for ultra-realistic environments, landscape sculpting and painting , dungeons , free-roaming creatures and humanoids with various weapons , breakable objects that spawn treasure , and more! Slay your way through your open world level, hacking and slashing creatures, breaking pots and collecting treasure and souls, and try to keep your health and stamina high! We will implement enemy behavior that can be reused for various creature types, including gruntlings, raptors, insects, and golems. Code your character to be able to pick up and equip better and better weapons as she slays stronger and stronger monsters and collects loot. We will cover new Unreal Engine 5 features such as Motion Warping , Meta Sounds , Linked Anim Graphs , UE5's new retargeting system with IK Rigs and IK Retargeters , Leg IK with Control Rigs , visual effect creation in Niagara , and more! We'll start with a completely empty level and add everything from sky and atmosphere, nature, trees and plants, and we'll even import an entire dungeon level with the use of UE5's new Packed Level Instance feature. We will cover vectors and game development mathematics in a full math section to prepare you for gameplay programming before diving in and creating our first C++ class. We will then learn Unreal Engine's class hierarchy, creating a basic Actor , learning about trigonometry as we use the sine function to give our items floating behavior. We then create a Bird using the Pawn class so we can fly around our level and get a literal bird's-eye view. We then create our Character class, using Echo from the Valley of the Ancient Epic-released free project, a beautiful and lifelike humanoid with cloth physics on her scarf and garments. We implement weapon equipping and combat . We learn how to calculate directional hit reactions , using root motion animations to make our enemies stumble in the correct direction based on the direction of impact. We give our enemies patrolling behavior, then chasing and attacking behavior. We make our enemies smarter with the use of UE5's new Motion Warping system, warping our enemy's location and rotation to make it hit the target more frequently, and making it harder to move out of harm's way. We then give Echo a fighting chance, by implementing a dodge ability, similar to Dark Souls and Elden Ring. She can dodge out of the way while the enemy swings fervently, making them miss so we can move in to counter-attack. We make breakable pots and vases using the Chaos destruction system , and these breakables spawn treasure when we break them, allowing us to collect loot and increment our gold count in the HUD. We create a beautiful Soul effect in Niagara , and make enemies spawn souls upon death so we can gain experience points . We learn how to make enemies stronger with an Attribute component, giving them varying levels of health and damage , and soul spawn counts . We use UE5's new Animation Blueprint Templates to reuse all of our enemy code to create different types of enemies, from humanoids that wield weapons to creatures that bite, sting, and smash. Get your RPG project started with this amazing course, which is the product of nearly a decade of professional Unreal Engine experience and teaching. This course is in a whole new universe than the original UE4 version I created four years ago! Benefit from years of learning, teaching, and implementing Unreal's newly evolved system with its cutting-edge game creation capabilities! This is my most well-taught course yet, and by far the most beautiful game project of all my courses on Udemy thus far. Join me and let's have a ton of fun creating the start of an action RPG hack-and-slash Open World game in Unreal Engine 5 !
- How to code games in Unreal Engine 5
- An RPG action game with a third-person character
- Combat with swords and other melee weapons
- Creation of enemies that attack the player
- Health bars and player stats
- Unreal Engine 5's Open World system
Temario
UNIDAD 1 - Getting Started · 8 leccionesUNIDAD 1 - Getting Started
UNIDAD 1 - Getting Started
- Introduction
- How to Get Help
- Installing Unreal Engine 5
- The Level Editor Viewport
- View Modes
- Object Manipulation
- Panels
- Section 1 Challenge
UNIDAD 2 - Realistic Landscapes · 19 leccionesUNIDAD 2 - Realistic Landscapes
UNIDAD 2 - Realistic Landscapes
- New Assets for Students!
- Quixel Bridge
- Open World
- Lighting and Atmosphere
- Landscape
- Where is my Landscape?
- 11 - Landscape Material
- Landscape Layer Painting in 5.7
- Landscape Painting
- Tiling in Landscape Textures
- Foliage Painting
- More Foliage Painting
- Post Process Volume
- Forest Polish Up
- If You Get This Popup While Migrating...
- Packed Level Actors
- Mountains
- Level Instances
- Section 2 Challenge
UNIDAD 3 - Vectors, Rotators, and Trigonometry · 10 leccionesUNIDAD 3 - Vectors, Rotators, and Trigonometry
UNIDAD 3 - Vectors, Rotators, and Trigonometry
- Coordinates
- Vectors
- Vector Examples
- Vector Operations
- Vector Operations Examples
- Vector Magnitude
- Vector Magnitude Examples
- Vector Normalization
- Rotators
- Section 3 Challenge
UNIDAD 4 - C++ in Unreal Engine · 6 leccionesUNIDAD 4 - C++ in Unreal Engine
UNIDAD 4 - C++ in Unreal Engine
- Integrated Development Environment (IDE)
- Jetbrains Rider is now Free for non-commercial use
- Setting up Visual Studio
- C++ Refresher
- Reflection and Garbage Collection
- Section 4 Challenge
UNIDAD 5 - The Actor Class · 10 leccionesUNIDAD 5 - The Actor Class
UNIDAD 5 - The Actor Class
- Actor Creation
- Blueprint Creation
- Onscreen Debug Messages
- How to Properly Compile
- Formatting Strings
- Drawing Debug Spheres
- Drawing Debug Lines
- Drawing Debug Points
- Custom Header Files
- Section 5 Challenge
UNIDAD 6 - Moving Objects With Code · 13 leccionesUNIDAD 6 - Moving Objects With Code
UNIDAD 6 - Moving Objects With Code
- SetActorLocation
- SetActorRotation
- Actor World Offset
- Trig Functions
- The Sine Function
- Exposing Variables to Blueprint
- Visible But Not Editable
- Exposing Variables to the Event Graph
- Exposing Functions to Blueprint
- Template Functions
- Components
- Components in C++
- Section 6 Challenge
UNIDAD 7 - The Pawn Class · 13 leccionesUNIDAD 7 - The Pawn Class
UNIDAD 7 - The Pawn Class
- The Pawn Class
- Capsule Component
- Forward Declaration
- Skeletal Mesh Components
- Enhanced Input
- Binding Inputs
- Enhanced Input for Movement
- Adding Movement Input
- Camera and Spring Arm
- Enhanced Input for Controller Input
- Adding Controller Input
- Setting the Default Pawn
- Section 7 Challenge
UNIDAD 8 - The Character Class · 9 leccionesUNIDAD 8 - The Character Class
UNIDAD 8 - The Character Class
- The Character Class
- Enhanced Input for the Character
- Character Inputs
- Character Camera and SpringArm
- The Rotation Matrix
- Controller Directions
- Hair and Eyebrows
- Custom Hair Color
- Section 8 Challenge
UNIDAD 9 - The Animation Blueprint · 6 leccionesUNIDAD 9 - The Animation Blueprint
UNIDAD 9 - The Animation Blueprint
- The Animation Blueprint
- The Anim Instance
- Jumping
- Jump Animations
- Inverse Kinematics
- Section 9 Challenge
UNIDAD 10 - Collision and Overlaps · 6 leccionesUNIDAD 10 - Collision and Overlaps
UNIDAD 10 - Collision and Overlaps
- Collision Presets
- Overlap Events
- Delegates
- On Component Begin Overlap
- On Component End Overlap
- Section 10 Challenge
UNIDAD 11 - The Weapon Class · 13 leccionesUNIDAD 11 - The Weapon Class
UNIDAD 11 - The Weapon Class
- The Weapon Class
- Sockets
- Downloading Animations
- Retargeting is now Easier in 5.4!
- IK Rig
- IK Retargeter
- Attaching the Sword
- Picking Up Items
- Enum for Character State
- Switching Animation Poses
- Equipped Animations
- Multiple Animation Blueprints
- Section 11 Challenge
UNIDAD 12 - Attacking · 15 leccionesUNIDAD 12 - Attacking
UNIDAD 12 - Attacking
- Animation Montages
- Playing Montages from C++
- Attacking State
- Resetting the Action State
- Item State
- Sound Notifies and Meta Sounds
- Meta Sounds for Footsteps
- Fixing Foot Placement
- Putting the Sword Away
- Playing Arm and Disarm Animations
- Attaching the Sword to the Back
- Equip and Unequip Sounds
- Editing Animations
- Section 12 Challenge: Option A
- Section 12 Challenge: Option B
UNIDAD 13 - Weapon Mechanics · 20 leccionesUNIDAD 13 - Weapon Mechanics
UNIDAD 13 - Weapon Mechanics
- Collision Box
- Tracing
- Box Trace in C++
- Dynamic Arrays
- Disabling Weapon Box Collision
- Unreal Interfaces
- Enemies
- Notes on the Blender Addon
- Root Motion Animations
- Implementing Interfaces
- Hit React Montage
- Playing the Hit React Montage
- Dot Product
- Cross Product
- Directional Hit Reactions
- One Hit Per Swing
- Hit Sounds
- Hit Particles
- Weapon Trails
- Section 13 Challenge
UNIDAD 14 - Breakable Actors · 7 leccionesUNIDAD 14 - Breakable Actors
UNIDAD 14 - Breakable Actors
- Destructible Meshes
- Field System Actors
- Creating Fields with Weapons
- Breakable Actor
- Blueprint Native Event
- Breaking Sounds
- Section 14 Challenge
UNIDAD 15 - Treasure · 8 leccionesUNIDAD 15 - Treasure
UNIDAD 15 - Treasure
- Treasure
- Spawning Actors
- Spawning Actors from C++
- Different Types of Treasure
- Different Types of Breakables
- Niagara Effects
- Niagara Components
- Section 15 Challenge
UNIDAD 16 - Combat · 11 leccionesUNIDAD 16 - Combat
UNIDAD 16 - Combat
- Actor Components
- Widget Components
- User Widget Class
- Setting the Health Percent
- Damage
- Custom Health Bars
- Enemy Death Animations
- Enemy Death
- Death Poses
- Polishing Enemy Death
- Section 16 Challenge
UNIDAD 17 - Enemy Behavior · 13 leccionesUNIDAD 17 - Enemy Behavior
UNIDAD 17 - Enemy Behavior
- Making Enemies Move
- Enemy Movement Anims
- Blendspaces
- Patrol Targets
- Selecting Patrol Targets
- Patrol Wait Time
- Pawn Sensing Component
- Enemy States
- Enemies Losing Interest
- Attack Radius
- Agro When Hit
- Weapon Alterations
- Section 17 Challenge
UNIDAD 18 - Enemy Attacks · 10 leccionesUNIDAD 18 - Enemy Attacks
UNIDAD 18 - Enemy Attacks
- Using Inheritance
- Enemy Base Blueprint
- Enemy Weapon
- Enemy Attack Montage
- Enemy Attack Timer
- Refactoring Montage Functions
- Engaged State
- Finishing Refactoring
- Hitting the Character
- Section 18 Challenge
UNIDAD 19 - Smarter Enemies · 9 leccionesUNIDAD 19 - Smarter Enemies
UNIDAD 19 - Smarter Enemies
- IK Rig for the Paladin
- Echo Hit React Montage
- Echo Gets Hit
- Hit Reaction State
- Improving Directional Hit React
- Root Motion Attacks
- Motion Warping
- Fixing Warp Targets
- Section 19 Challenge
UNIDAD 20 - Echo's Attributes · 10 leccionesUNIDAD 20 - Echo's Attributes
UNIDAD 20 - Echo's Attributes
- Echo's Health
- Echo Health Bar
- Slash Overlay
- SlashHUD
- Setting the HUD from C++
- Updating HUD Health
- Echo's Death Montage
- Playing Echo's Death Montage
- Stop Enemy Attacks
- Section 20 Challenge
UNIDAD 21 - Souls and Stamina · 10 leccionesUNIDAD 21 - Souls and Stamina
UNIDAD 21 - Souls and Stamina
- Souls Niagara System
- Soul Class
- Pickup Interface
- Soul Pickup Effects
- Soul and Gold Attributes
- Enemies Spawning Souls
- Dodge Animation
- Dodge Montage
- Stamina
- Section 21 Challenge
UNIDAD 22 - Multiple Types of Enemies · 12 leccionesUNIDAD 22 - Multiple Types of Enemies
UNIDAD 22 - Multiple Types of Enemies
- Animation Blueprint Templates
- Raptor
- Raptor Attacks
- Raptor Attack Montage
- Raptor Hit React
- Raptor Sound Effects
- Insect
- Soul Drift
- Assignment - New Enemies
- Section 21 Challenge
- My Level and Course Conclusion
- Bonus Lecture - Congratulations!!!
Tu certificado lo emite la SEP, no solo una plataforma
Al demostrar la competencia recibes un certificado emitido por la Secretaría de Educación Pública a través del Gobierno del Estado de México: un documento oficial que puedes presentar con confianza ante cualquier empleador o institución.
Tu certificado con INEC
- Lo emite la Secretaría de Educación Pública (SEP), a través del Gobierno del Estado de México
- Documento oficial con folio verificable en línea
- Lo otorga la Universidad Tecnológica Fidel Velázquez
Otras plataformas en línea
- Constancia privada emitida por la misma plataforma
- Solo acredita horas cursadas o asistencia
- Sin respaldo de una autoridad educativa
Tu itinerario, de la inscripción al certificado
- 1
Inscripción con pago único
Pagas $2,800 MXN una sola vez y entras de inmediato al curso.
- 2
Estudias a tu ritmo
22 unidades con videos, lecturas y actividades, disponibles 24/7 durante 12 meses.
- 3
Cuestionarios por unidad
Cuestionarios para comprobar lo aprendido.
- 4
Certificado
Emitido por la SEP a través del Gobierno del Estado de México, con folio verificable.
Un certificado oficial de la SEP
- Emitido por la Secretaría de Educación Pública (SEP), a través del Gobierno del Estado de México. No es una constancia privada: es un documento oficial, y ese respaldo marca la diferencia frente a otras plataformas en línea.
- Contenido impartido por Stephen Ulibarri.
- Folio y QR verificables para compartirlo con quien te contrate.
Empieza hoy, a tu ritmo
Un solo pago y acceso inmediato al curso completo durante 12 meses.
- 22 unidades · 238 lecciones · 60 h
- 12 meses de acceso
- Certificado emitido por la SEP (Gob. del Estado de México) con folio verificable
Sobre tu inscripción
¿Cómo es el pago?
Un solo pago de $2,800 MXN. No hay mensualidades ni cargos recurrentes.
¿Cuánto tiempo tengo acceso?
12 meses desde tu inscripción, 24/7, para avanzar a tu ritmo.
¿Quién imparte el contenido?
El curso es impartido por Stephen Ulibarri; INEC gestiona tu inscripción, evaluación y certificado.
¿Qué pasa cuando vence mi acceso?
Puedes renovar tu cuenta tú mismo desde la plataforma, sin trámites ni esperas.


