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This course will walk you through building an entire video game hands-on, and will take you step-by-step through the game development process.


Did you grow up playing car racing games like Need For Speed and Gran Turismo? Do you want to learn how to build car racing games in Unity using C# code? Growing up, racing games always fascinated me. I was intrigued by how the in-game physics was so realistic and how they simulated driving in the game so accurately. This course will teach you how to build a full racing game in Unity, even if you are a beginner. By the end of this course, you will have a full car racing game that you built in Unity from the ground up.


As we build this course, you are going to gain a wealth of knowledge in the different areas of the Unity game engine. Some of the core game development techniques this course will teach you are:

  • Using C# logic to create SELF-DRIVING AI CARS driving around the track and competing against the player in races.

  • Implementing a HOT PURSUIT MODE where police cars chase the player.

  • Working with Unity's Physics system and understanding how to use components like WHEEL COLLIDERS and Rigidbodies to simulate vehicle movement and interaction with the environment.

  • Utilizing Unity's UI system to build a MINI-MAP and other racing heads up displays like a speedometer.

  • Writing reusable code that can be applied to several different sections of the game. Object-oriented C# scripting techniques for writing CLEAN, REUSABLE CODE.

  • Learn about the different UI components and how they can be used together to build IN-GAME MENUS and selection screens that efficiently and intuitively respond to user input.

  • Turn your ideas into code using C# with Unity and build up a set of skills that you can use to build other CAR RACING GAMES and showcase them in your portfolio.


By the end of this course, you will have a full game project you developed from the ground up! You will also have some more C# tips and tricks that you can add to your arsenal.


If you want to learn game development or are aspiring to build a career in the game industry, then this course is for you!

starstarstarstarstar_border

This course will walk you through building an entire video game hands-on, and will take you step-by-step through the game development process.


Did you grow up playing car racing games like Need For Speed and Gran Turismo? Do you want to learn how to build car racing games in Unity using C# code? Growing up, racing games always fascinated me. I was intrigued by how the in-game physics was so realistic and how they simulated driving in the game so accurately. This course will teach you how to build a full racing game in Unity, even if you are a beginner. By the end of this course, you will have a full car racing game that you built in Unity from the ground up.


As we build this course, you are going to gain a wealth of knowledge in the different areas of the Unity game engine. Some of the core game development techniques this course will teach you are:

  • Using C# logic to create SELF-DRIVING AI CARS driving around the track and competing against the player in races.

  • Implementing a HOT PURSUIT MODE where police cars chase the player.

  • Working with Unity's Physics system and understanding how to use components like WHEEL COLLIDERS and Rigidbodies to simulate vehicle movement and interaction with the environment.

  • Utilizing Unity's UI system to build a MINI-MAP and other racing heads up displays like a speedometer.

  • Writing reusable code that can be applied to several different sections of the game. Object-oriented C# scripting techniques for writing CLEAN, REUSABLE CODE.

  • Learn about the different UI components and how they can be used together to build IN-GAME MENUS and selection screens that efficiently and intuitively respond to user input.

  • Turn your ideas into code using C# with Unity and build up a set of skills that you can use to build other CAR RACING GAMES and showcase them in your portfolio.


By the end of this course, you will have a full game project you developed from the ground up! You will also have some more C# tips and tricks that you can add to your arsenal.


If you want to learn game development or are aspiring to build a career in the game industry, then this course is for you!

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01. we start from very basic stuff like:

1. Downloading and installing unreal engine 5

2. Create different kind of project

3. Moving around the scene

4. Change objects position in different ways

5. Change scale and rotation

6. About world space and local spaces

7. Use snapping to make our life easier

8. Camera speed and different kind of views

9. About outliner, detail panel and content drawer


02. Next, we start with what is static mesh and importing different kind of them into unreal engine from different sources

And we talk about different problem that can happen when you import something

We talk about this kind of 3d objects:

1. import 3d models that have material but no texture attached

2. import 3d model that doesn’t have textures

3. import 3d model that has multiple part and multiple material

4. quixel 3d models and materials

03. next we start with first part of material section of this course

in this section we learn all the basic stuff of material in unreal engine that you should know to be able to import different kind of 3d model into unreal engine

this is basic section for material so we learn this basic stuff about them:

1. Create our first material

2. What is base color

3. metallic roughness and specular in materials

4. what is emissive color and how we can use them properly

5. how to use textures in materials

6. and at the end of this very basic section ill give you some exercise


04. Next, we start with Game mode

First what is game mode and why we need them in unreal engine 5

Next, we check some game modes like vehicle and first-person game mode

After that we start creating our own game mode as third person game mode


05. In next section we talk about how we can create playable character

We will talk about:

1. what is character class

2. how our character can move

3. how it can jump

4. how it can look up and down

5. how it can have cameras to be like first person or third person

6. how we can use spring arm properly

06. next we talk about the animations

for this section again we start from very basic stuff to more advanced stuff and because this section is much more important, I divided in to two sections so you will learn them as deep as possible in right time

1. we start with animation sequence, what it is and how we can use it

2. we learn about playing animation where ever we want

3. next we learn about animation blueprint, what it is and why it is very important to use it

4. we learn about state machines

5. how our character can walk jump run for basic movement

6. how we can use cached animations

7. what is blend space 1D and 2D and how we can use them

8. and at the end ill give you some exercise so you will learn this basic part better


07. in next section we will talk about BLUEPRINT and what you should know about them as starter


1. how blueprint works

2. how you can find what is in your mind in blueprint to do what you want to do

3. we talk about camera filed of view as an example to see how we can find stuff in blueprint

4. how we can change camera location

5. what is timeline and how we can animate things with timeline

6. how we can make our timeline smooth

7. what is the lerp node and how we can use them

8. how to organize variables

9. what is collapse node and where to use it

10. what are macros in unreal engine 5

11. what is function in blueprint and how it works and how we can use them


08. now that we know more about blueprint, we go back to animation again and we learn about:


1. turn right and turn left animation

2. aim offset

3. how we can have both turns and Aim offset together

4. animate spring arm

5. what are animation montages and how we can use them

6. what is layering animation with layered blend per bone and how we can use them

7. at the end we always go back to animation blueprint as we learn new things

09. next as a challenge and an exercise with the knowledge that we learn till here we create laser beam like laser beam of resident evil 4

10. in next section we start with user interface

As a basic UI for our game we start with widget blueprint basic stuff

1. how we can create widget blueprint

2. what is an slot and why we should use them

3. what is graphics options

4. what is render transform

5. we talk about texts in separate video

11. in next section we use what ever we learned from last section to create our own crosshair

We won’t stop there and we populate some functionality for our crosshair like spreading when we shoot our gun or jumping


12. at this point epic game release its unreal engine 5.1 and we learn how we can update our game and engine to latest version that is 5.1 at the time


13.after that we go back to crosshair and user interface section again to add more functionality to our game like Crosshair Spread with walking and running jumping and shooting the gun and crosshair be Accurate when aiming, and for doing all of these we learn about some new nodes that are important to know like:


1. how interp to work and how we can use them

2. how to use timers with event and functions

3. how to use line trace

4. what is yaw and pitch and roll and how we can calculate them

5. dynamic yaw and pitch offset calculation


14. next we should learn about audio in unreal engine

Right now, there is two type of audio engine in ue5.1 first one is sound cue and second one is meta sound

Both of them are important and we learn both of them in separate sections


1. how to import audio files to unreal engine 5

2. ambient sound options

3. what is attenuation and how we can use them to create realistic audio

4. how to play sound from blueprint

5. branch in sound cue

6. Concatenator

7. Continues modulator

8. Delay node

9. Modulator

10. How to randomize stuff with Random node

11. What is switch node and how we should use it


15.after this we should learn about meta sound

New way of sound design for games that you can use to create music too . whatever you see other games can do with music and sound you can do it with meta sound easier

for this section we learn all the basic next as an example we create a music with some beats after that as another example we create an ambient sound with some effects and for doing them we will learn about:


1. How to create meta sound

2. What is the inputs

3. Trigger repeat

4. Delay node

5. What is graph input

6. How we can control meta sound from blueprint

7. How we can use mixers

8. How we can use sine waves

9. What is envelopes

10. Randomize playing audios

11. How to use ADSR envelope float

12. What is BPM and how we can use it

13. How we can use notes in meta sound

14. How we can use beats to create music



16. next we use all of our knowledge that learn till here to add sound to our own game

For our course game we add footstep audio and weapon fire shot audio

1. First, we find some audio from internet

2. We learn how to extract and convert audios that we find from internet

3. We use animation sequence to play sound when foot touch the ground

4. We learn how to use anim notifier


17. now it is time to learn more about materials, learn more advanced stuff and during course we add to our material knowledge as well because some section we should learn it by practical example

So that’s why I’m saying animation section will never end and we will add to it when you learn enough about other things

Material as well we will learn more with practical examples during course

But for this section we will learn about:


1. Preview panel

2. Data types with base color

3. Roughness

4. Texture sample

5. Lerp in materials

6. Texture coordinate

7. Component mask and append Many

8. Time node

9. Panner

10. Material instances

11. Comments

12. Sine node

13. Sine remapped node

14. Animate opacity

15. Animate World position offset

16. Why we should use Reroute node and how to use it

17. How to control Brightness contrast saturation and tint color

18. Switch and texture parameter


18. now that we know enough about material and blueprint we can learn Niagara particle system in unreal engine 5.1

For this section we start from very basic stuff in Niagara and we will create a lot of effects and logic in there

Like fire, smoke, bullet shell ejection, blood splatter on the ground, muzzle flash and …

For all of these effects first we need to learn all the basic stuff like:


1. Create empty Niagara system

2. Spawn rate

3. How velocity work and how to use it

4. We will talk about Initialize particle module

5. Curves

6. Shape location for spawning particle in a shape

7. We talk about forces in Niagara system like Gravity force and drag

8. Niagara Options

9. We will talk about how to use subuv textures in Niagara

10. Next, we talk about Niagara parameters

11. Next, we talk about different type of renderer like Ribbon renderer

12. Light renderer

13. Mesh renderer

14. And next we will learn how we can spawn particle on the body of our character

19. in the next section we use all the knowledge that we learn from material and Niagara section to create some effect for our course project

1. First, we import some static mesh for our Niagara system for shell injection

2. we create material for that bullet and shell

3. we create our VFX and add it to gun of our character

4. we create muzzle flash material

5. for creating muzzle flash VFX we use multiple Niagara emitter

6. we design another Niagara system for when bullet hit something

7. at the end we learn how to add decal automatically where bullet hit something


20.because we need to create different kind of bullet, we should learn more about collision and physics in UE 5.1

That’s why in this section we learn about


1. what is collision and physics in UE

2. we learn about simple and complex collision

3. we learn pro way of creating simple collision that is more efficient

4. next we learn about physics simulation

5. we learn about different kind of collision and their event

6. after that we learn about collision preset and object types


21.with all of our knowledge till now we create 3 kind of bullet for our course project

1. first bullet we create it with simple adding

2. second bullet we create it with physics and applying forces

3. and third bullet we use Projectile movement, the library that unreal engine developers created for us

22. next it is time to talk about lights and fogs


1. we learn about dynamic light and baked light

2. point light

3. spot light

4. rect light

5. skylight

6. sun Direction light


23. now that all the basics are covered it is time to create some level

We will create two level

One just a small town and another one really big landscape

But as beginner we should start with small town


1. we talk about marketplace and its asset

2. we learn how to create blend material and how to use them. so, you can see we are learning more about material with practical case use

3. we will start by creating some road and sidewalks

4. next we add some puddles

5. next we learn a lot of tricks for positioning stuff on our level

6.

7. next it is time to add some props

8. next we add some light that at night turn on and at day it turn off

9. next we add traffic lights that automatically work and turn on and off by itself

10. we add some trees and bushes in old way

11. next we learn some tricks about selecting object

12. next we use foliage system as basic as possible because foliage has its own section

13. next we use nanite to optimize our level more

14. next we start creating our building and its lights

15. next we add day and night cycle to our scene and we learn to do it in two different way that has their advantages

16. next we learn about if it is day or night so all light automatically turn off during day

17. next we talk about event dispatcher in detail

18. next we learn how we can modalized building so we can use them multiple time where ever we want


24. in next section we will learn all about different kind of creating landscape

With unreal engine and with Gaea

1. first, we learn how we can create landscape in unreal engine

2. next we learn how we can use landmass to create landscape

3. next we learn about ocean in unreal

4. next we talk about rivers

5. next we use Gaea that is really cool and easy to use software to create really good landscape

6. we will talk about Gaea graph and how it works

7. next we learn how to import Gaea landscape to unreal engine

8. next we learn the calculation for importing from Gaea to unreal


25. next we use what we learn to create landscape for our course project

For that we use Gaea to create our landscape

1. create some mountain

2. combine and transform landmasses in gaea

3. build our landscape

4. import it to unreal engine with right calculation


26. now it is time to learn all about tricks and tips for creating material for our landscape

1. we learn where to download right textures for our landscape

2. we learn about materials function and how we can use them

3. we learn all about material function inputs

4. we learn about ORD textures

5. we learn about camera depth fade

6. texture bombing

7. macro variation

8. world align texture

27. next we should create our landscape auto material in modular way so we can use it where ever we want

1. we create auto landscape material

2. we use material function that we learn in last section to make everything more modular and readable

3. we learn about parameter priority

4. we learn how to fix landscape specular value

5. we add some normal for our landscape

6. we use ORD textures for our material

7. we learn how to use layer blend

8. we learn how to paint on our landscape

9. we learn how to use flow path that we build in Gaea

10. we learn about slope layer

11. we learn how to calculate our own slope layer

12. we learn how to use world aligned blend

13. we learn how to create transition from grass to soil

14. we will create snow material

15. we learn how to use world position node

16. we learn how we can add auto snow at top of mountain


28. Next we should talk about foliage system. there is two type of foliage system. one of them without collision and one that is fairly new thing in unreal engine is with collision

1. first, we talk about manual foliage

2. next we talk about auto grass

3. next we will talk about procedural tree spawn

4. next we talk about Cluster, Curl distance

5. next for optimization we talk about LOD or level of details

6. we learn how to automatically spawn some tree somewhere and not spawn tree some other places

7. at the end we will talk about the options that we have




29. now it is time to talk about AI in ue5.1

1. first, we download some asset and create some material for them

2. next we talk about all necessary stuff that we should create for our AI to work

3. next we talk about go to location functionality of AI

4. we make our droid to patrol between two locations

5. next we teach our droid to follow player if player get close to droid

6. at the end we talk about blackboard, decorator and selector node


30.droid is good but we need better enemy to kill. That’s why we choose to use zombie as our enemy

1. download zombie character from mixamo

2. we create character class for our zombie

3. we check for head shot when we shoot the zombie

4. we talk about physics material and surface type

5. we create material for blood

6. we create Niagara system for when we hit the zombie there would be some blood spill on the ground

7. we create decal material for blood so when we shoot the zombie there will be some blood on the ground

8. we create health bar for our zombie

9. we use some animation for our zombie

10. we create some hit number with some animations


31. now that our zombie character is ready we can create some AI for it

1. we create AI for our zombie so it can patrol between two point

2. when our zombie sees the player, it will chase the player

3. when zombie get close to our player it can attack our player

4. when we shoot zombie, they will chase us as well

5. next we download more skin for our zombie so we have multiple zombies as enemy


32. next it is time to make our player character more beautiful with some functionality

1. we create health bar for our player

2. we add some animation for our player health bar when it is attacked by zombie

3. we create some item like shield

4. we add some pickup animation for our item

5. next we create some glow for our item material

6. next we create some UI to show more information about pickup item

7. next we add some animation to that UI as well


33. next it is time to talk about new feature in unreal engine that is called control rig

1. first we create control rig

2. we learn what is controls

3. we learn some way to do creating controls fast

4. we learn about basic IK

5. we learn how we can create animation ourself with forward solve

6. we learn how to edit animations that we have with backward solve

7. next we learn Full body IK

8. we use full body IK to put our player character foot always on stairs in runtime





34. next we use all of our knowledge with some new node that I show you to create beautiful main menu

1. we learn how we can create camera and how to switch between them

2. we learn how we can create animation for our cameras with level sequencer

3. and at the end we will create a beautiful main menu with our first level that we create together











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01. we start from very basic stuff like:

1. Downloading and installing unreal engine 5

2. Create different kind of project

3. Moving around the scene

4. Change objects position in different ways

5. Change scale and rotation

6. About world space and local spaces

7. Use snapping to make our life easier

8. Camera speed and different kind of views

9. About outliner, detail panel and content drawer


02. Next, we start with what is static mesh and importing different kind of them into unreal engine from different sources

And we talk about different problem that can happen when you import something

We talk about this kind of 3d objects:

1. import 3d models that have material but no texture attached

2. import 3d model that doesn’t have textures

3. import 3d model that has multiple part and multiple material

4. quixel 3d models and materials

03. next we start with first part of material section of this course

in this section we learn all the basic stuff of material in unreal engine that you should know to be able to import different kind of 3d model into unreal engine

this is basic section for material so we learn this basic stuff about them:

1. Create our first material

2. What is base color

3. metallic roughness and specular in materials

4. what is emissive color and how we can use them properly

5. how to use textures in materials

6. and at the end of this very basic section ill give you some exercise


04. Next, we start with Game mode

First what is game mode and why we need them in unreal engine 5

Next, we check some game modes like vehicle and first-person game mode

After that we start creating our own game mode as third person game mode


05. In next section we talk about how we can create playable character

We will talk about:

1. what is character class

2. how our character can move

3. how it can jump

4. how it can look up and down

5. how it can have cameras to be like first person or third person

6. how we can use spring arm properly

06. next we talk about the animations

for this section again we start from very basic stuff to more advanced stuff and because this section is much more important, I divided in to two sections so you will learn them as deep as possible in right time

1. we start with animation sequence, what it is and how we can use it

2. we learn about playing animation where ever we want

3. next we learn about animation blueprint, what it is and why it is very important to use it

4. we learn about state machines

5. how our character can walk jump run for basic movement

6. how we can use cached animations

7. what is blend space 1D and 2D and how we can use them

8. and at the end ill give you some exercise so you will learn this basic part better


07. in next section we will talk about BLUEPRINT and what you should know about them as starter


1. how blueprint works

2. how you can find what is in your mind in blueprint to do what you want to do

3. we talk about camera filed of view as an example to see how we can find stuff in blueprint

4. how we can change camera location

5. what is timeline and how we can animate things with timeline

6. how we can make our timeline smooth

7. what is the lerp node and how we can use them

8. how to organize variables

9. what is collapse node and where to use it

10. what are macros in unreal engine 5

11. what is function in blueprint and how it works and how we can use them


08. now that we know more about blueprint, we go back to animation again and we learn about:


1. turn right and turn left animation

2. aim offset

3. how we can have both turns and Aim offset together

4. animate spring arm

5. what are animation montages and how we can use them

6. what is layering animation with layered blend per bone and how we can use them

7. at the end we always go back to animation blueprint as we learn new things

09. next as a challenge and an exercise with the knowledge that we learn till here we create laser beam like laser beam of resident evil 4

10. in next section we start with user interface

As a basic UI for our game we start with widget blueprint basic stuff

1. how we can create widget blueprint

2. what is an slot and why we should use them

3. what is graphics options

4. what is render transform

5. we talk about texts in separate video

11. in next section we use what ever we learned from last section to create our own crosshair

We won’t stop there and we populate some functionality for our crosshair like spreading when we shoot our gun or jumping


12. at this point epic game release its unreal engine 5.1 and we learn how we can update our game and engine to latest version that is 5.1 at the time


13.after that we go back to crosshair and user interface section again to add more functionality to our game like Crosshair Spread with walking and running jumping and shooting the gun and crosshair be Accurate when aiming, and for doing all of these we learn about some new nodes that are important to know like:


1. how interp to work and how we can use them

2. how to use timers with event and functions

3. how to use line trace

4. what is yaw and pitch and roll and how we can calculate them

5. dynamic yaw and pitch offset calculation


14. next we should learn about audio in unreal engine

Right now, there is two type of audio engine in ue5.1 first one is sound cue and second one is meta sound

Both of them are important and we learn both of them in separate sections


1. how to import audio files to unreal engine 5

2. ambient sound options

3. what is attenuation and how we can use them to create realistic audio

4. how to play sound from blueprint

5. branch in sound cue

6. Concatenator

7. Continues modulator

8. Delay node

9. Modulator

10. How to randomize stuff with Random node

11. What is switch node and how we should use it


15.after this we should learn about meta sound

New way of sound design for games that you can use to create music too . whatever you see other games can do with music and sound you can do it with meta sound easier

for this section we learn all the basic next as an example we create a music with some beats after that as another example we create an ambient sound with some effects and for doing them we will learn about:


1. How to create meta sound

2. What is the inputs

3. Trigger repeat

4. Delay node

5. What is graph input

6. How we can control meta sound from blueprint

7. How we can use mixers

8. How we can use sine waves

9. What is envelopes

10. Randomize playing audios

11. How to use ADSR envelope float

12. What is BPM and how we can use it

13. How we can use notes in meta sound

14. How we can use beats to create music



16. next we use all of our knowledge that learn till here to add sound to our own game

For our course game we add footstep audio and weapon fire shot audio

1. First, we find some audio from internet

2. We learn how to extract and convert audios that we find from internet

3. We use animation sequence to play sound when foot touch the ground

4. We learn how to use anim notifier


17. now it is time to learn more about materials, learn more advanced stuff and during course we add to our material knowledge as well because some section we should learn it by practical example

So that’s why I’m saying animation section will never end and we will add to it when you learn enough about other things

Material as well we will learn more with practical examples during course

But for this section we will learn about:


1. Preview panel

2. Data types with base color

3. Roughness

4. Texture sample

5. Lerp in materials

6. Texture coordinate

7. Component mask and append Many

8. Time node

9. Panner

10. Material instances

11. Comments

12. Sine node

13. Sine remapped node

14. Animate opacity

15. Animate World position offset

16. Why we should use Reroute node and how to use it

17. How to control Brightness contrast saturation and tint color

18. Switch and texture parameter


18. now that we know enough about material and blueprint we can learn Niagara particle system in unreal engine 5.1

For this section we start from very basic stuff in Niagara and we will create a lot of effects and logic in there

Like fire, smoke, bullet shell ejection, blood splatter on the ground, muzzle flash and …

For all of these effects first we need to learn all the basic stuff like:


1. Create empty Niagara system

2. Spawn rate

3. How velocity work and how to use it

4. We will talk about Initialize particle module

5. Curves

6. Shape location for spawning particle in a shape

7. We talk about forces in Niagara system like Gravity force and drag

8. Niagara Options

9. We will talk about how to use subuv textures in Niagara

10. Next, we talk about Niagara parameters

11. Next, we talk about different type of renderer like Ribbon renderer

12. Light renderer

13. Mesh renderer

14. And next we will learn how we can spawn particle on the body of our character

19. in the next section we use all the knowledge that we learn from material and Niagara section to create some effect for our course project

1. First, we import some static mesh for our Niagara system for shell injection

2. we create material for that bullet and shell

3. we create our VFX and add it to gun of our character

4. we create muzzle flash material

5. for creating muzzle flash VFX we use multiple Niagara emitter

6. we design another Niagara system for when bullet hit something

7. at the end we learn how to add decal automatically where bullet hit something


20.because we need to create different kind of bullet, we should learn more about collision and physics in UE 5.1

That’s why in this section we learn about


1. what is collision and physics in UE

2. we learn about simple and complex collision

3. we learn pro way of creating simple collision that is more efficient

4. next we learn about physics simulation

5. we learn about different kind of collision and their event

6. after that we learn about collision preset and object types


21.with all of our knowledge till now we create 3 kind of bullet for our course project

1. first bullet we create it with simple adding

2. second bullet we create it with physics and applying forces

3. and third bullet we use Projectile movement, the library that unreal engine developers created for us

22. next it is time to talk about lights and fogs


1. we learn about dynamic light and baked light

2. point light

3. spot light

4. rect light

5. skylight

6. sun Direction light


23. now that all the basics are covered it is time to create some level

We will create two level

One just a small town and another one really big landscape

But as beginner we should start with small town


1. we talk about marketplace and its asset

2. we learn how to create blend material and how to use them. so, you can see we are learning more about material with practical case use

3. we will start by creating some road and sidewalks

4. next we add some puddles

5. next we learn a lot of tricks for positioning stuff on our level

6.

7. next it is time to add some props

8. next we add some light that at night turn on and at day it turn off

9. next we add traffic lights that automatically work and turn on and off by itself

10. we add some trees and bushes in old way

11. next we learn some tricks about selecting object

12. next we use foliage system as basic as possible because foliage has its own section

13. next we use nanite to optimize our level more

14. next we start creating our building and its lights

15. next we add day and night cycle to our scene and we learn to do it in two different way that has their advantages

16. next we learn about if it is day or night so all light automatically turn off during day

17. next we talk about event dispatcher in detail

18. next we learn how we can modalized building so we can use them multiple time where ever we want


24. in next section we will learn all about different kind of creating landscape

With unreal engine and with Gaea

1. first, we learn how we can create landscape in unreal engine

2. next we learn how we can use landmass to create landscape

3. next we learn about ocean in unreal

4. next we talk about rivers

5. next we use Gaea that is really cool and easy to use software to create really good landscape

6. we will talk about Gaea graph and how it works

7. next we learn how to import Gaea landscape to unreal engine

8. next we learn the calculation for importing from Gaea to unreal


25. next we use what we learn to create landscape for our course project

For that we use Gaea to create our landscape

1. create some mountain

2. combine and transform landmasses in gaea

3. build our landscape

4. import it to unreal engine with right calculation


26. now it is time to learn all about tricks and tips for creating material for our landscape

1. we learn where to download right textures for our landscape

2. we learn about materials function and how we can use them

3. we learn all about material function inputs

4. we learn about ORD textures

5. we learn about camera depth fade

6. texture bombing

7. macro variation

8. world align texture

27. next we should create our landscape auto material in modular way so we can use it where ever we want

1. we create auto landscape material

2. we use material function that we learn in last section to make everything more modular and readable

3. we learn about parameter priority

4. we learn how to fix landscape specular value

5. we add some normal for our landscape

6. we use ORD textures for our material

7. we learn how to use layer blend

8. we learn how to paint on our landscape

9. we learn how to use flow path that we build in Gaea

10. we learn about slope layer

11. we learn how to calculate our own slope layer

12. we learn how to use world aligned blend

13. we learn how to create transition from grass to soil

14. we will create snow material

15. we learn how to use world position node

16. we learn how we can add auto snow at top of mountain


28. Next we should talk about foliage system. there is two type of foliage system. one of them without collision and one that is fairly new thing in unreal engine is with collision

1. first, we talk about manual foliage

2. next we talk about auto grass

3. next we will talk about procedural tree spawn

4. next we talk about Cluster, Curl distance

5. next for optimization we talk about LOD or level of details

6. we learn how to automatically spawn some tree somewhere and not spawn tree some other places

7. at the end we will talk about the options that we have




29. now it is time to talk about AI in ue5.1

1. first, we download some asset and create some material for them

2. next we talk about all necessary stuff that we should create for our AI to work

3. next we talk about go to location functionality of AI

4. we make our droid to patrol between two locations

5. next we teach our droid to follow player if player get close to droid

6. at the end we talk about blackboard, decorator and selector node


30.droid is good but we need better enemy to kill. That’s why we choose to use zombie as our enemy

1. download zombie character from mixamo

2. we create character class for our zombie

3. we check for head shot when we shoot the zombie

4. we talk about physics material and surface type

5. we create material for blood

6. we create Niagara system for when we hit the zombie there would be some blood spill on the ground

7. we create decal material for blood so when we shoot the zombie there will be some blood on the ground

8. we create health bar for our zombie

9. we use some animation for our zombie

10. we create some hit number with some animations


31. now that our zombie character is ready we can create some AI for it

1. we create AI for our zombie so it can patrol between two point

2. when our zombie sees the player, it will chase the player

3. when zombie get close to our player it can attack our player

4. when we shoot zombie, they will chase us as well

5. next we download more skin for our zombie so we have multiple zombies as enemy


32. next it is time to make our player character more beautiful with some functionality

1. we create health bar for our player

2. we add some animation for our player health bar when it is attacked by zombie

3. we create some item like shield

4. we add some pickup animation for our item

5. next we create some glow for our item material

6. next we create some UI to show more information about pickup item

7. next we add some animation to that UI as well


33. next it is time to talk about new feature in unreal engine that is called control rig

1. first we create control rig

2. we learn what is controls

3. we learn some way to do creating controls fast

4. we learn about basic IK

5. we learn how we can create animation ourself with forward solve

6. we learn how to edit animations that we have with backward solve

7. next we learn Full body IK

8. we use full body IK to put our player character foot always on stairs in runtime





34. next we use all of our knowledge with some new node that I show you to create beautiful main menu

1. we learn how we can create camera and how to switch between them

2. we learn how we can create animation for our cameras with level sequencer

3. and at the end we will create a beautiful main menu with our first level that we create together











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Unreal Engine 5 Blueprint Beginner's FPS Tutorial

Create a FPS Game in Unreal Engine 5 in 4 hours - Learn Engine Basics, UMG, AI, FPS Development


This course will help you develop a FPS game in Unreal Engine 5 in 4 hours.

This course will cover UMG.

This course will cover creating a basic enemy AI.

The enemy AI will attack you.

This course will cover creating a basic health bar and ammo counter.

This course will cover dying as a player and restarting.

This course will cover basic animation blueprints.

This course will cover weapon animation switching and reloading.

This course will cover making the FPS weapons fire and do damage of which there will be two, an assault rifle and a pistol.

This course will cover creating the FPS character and then UMG and enemy AI.

This course will cover creating a character that jumps, sprints and crouches.

This course will cover the basics of creating a landscape in Unreal Engine.

This course will cover the basics of creating your own world in Unreal Engine.


Thank you for purchasing the course and I hope you enjoy it.


IF it does not teach you what you want, please recommend a new course for me to record and teach and I will try my best to help you understand the topic you wish to understand from my viewpoint.


I have 8 years' experience in Unreal Engine, 9 years' experience in game development.

I have an electrical engineering degree from the University of Missouri - Columbia, the first electrical engineering school in the country (U.S.A.) founded by Benjamin Franklin and supported by Thomas Edison.

I received a 3.1 GPA after completing the coursework in just over 2 years, was offered a teaching assistant role as an undergraduate and informed about the graduate program from an overseeing faculty professor but did not choose to pursue a Master's Degree as I have many other hobbies and had already began my pathway down learning VIDEO GAME DEVELOPMENT in UNREAL ENGINE.


Thanks for trying this course. If you like it, keep ahold of it.

Trust me, it's little things you forget.


Best Regards,


-Dr. Loveless

starstarstarstar_half star_border

Unreal Engine 5 Blueprint Beginner's FPS Tutorial

Create a FPS Game in Unreal Engine 5 in 4 hours - Learn Engine Basics, UMG, AI, FPS Development


This course will help you develop a FPS game in Unreal Engine 5 in 4 hours.

This course will cover UMG.

This course will cover creating a basic enemy AI.

The enemy AI will attack you.

This course will cover creating a basic health bar and ammo counter.

This course will cover dying as a player and restarting.

This course will cover basic animation blueprints.

This course will cover weapon animation switching and reloading.

This course will cover making the FPS weapons fire and do damage of which there will be two, an assault rifle and a pistol.

This course will cover creating the FPS character and then UMG and enemy AI.

This course will cover creating a character that jumps, sprints and crouches.

This course will cover the basics of creating a landscape in Unreal Engine.

This course will cover the basics of creating your own world in Unreal Engine.


Thank you for purchasing the course and I hope you enjoy it.


IF it does not teach you what you want, please recommend a new course for me to record and teach and I will try my best to help you understand the topic you wish to understand from my viewpoint.


I have 8 years' experience in Unreal Engine, 9 years' experience in game development.

I have an electrical engineering degree from the University of Missouri - Columbia, the first electrical engineering school in the country (U.S.A.) founded by Benjamin Franklin and supported by Thomas Edison.

I received a 3.1 GPA after completing the coursework in just over 2 years, was offered a teaching assistant role as an undergraduate and informed about the graduate program from an overseeing faculty professor but did not choose to pursue a Master's Degree as I have many other hobbies and had already began my pathway down learning VIDEO GAME DEVELOPMENT in UNREAL ENGINE.


Thanks for trying this course. If you like it, keep ahold of it.

Trust me, it's little things you forget.


Best Regards,


-Dr. Loveless

starstarstarstarstar_half

大家好,

课程适合对虚幻5引擎蓝图编程有一定了解的人,课程所有内容均使用蓝图实现。

游戏中涉及六种武器:冲锋枪、霰弹枪、手枪、榴弹发射器、火箭发射器和狙击枪。每把枪都有对应的后坐力、准确度、伤害和弹夹容量。

而且项目中打击木头、金属、石头和身体都有对应效果。

另外项目中的人工智能部分,AI会识别敌我,打完弹药后换弹夹等。

另有伤害指示器、动态准星等功能,不多做赘述。

项目中全部使用免费素材,导致有些动画并不完美,还请大家见谅。

当然,你有任何问题、意见、建议都可以与我联系,我会在看到后的第一时间回复你。


大家好,

課程適合對虛幻5引擎藍圖編程有一定了解的人,課程所有內容均使用藍圖實現。

遊戲中涉及六種武器:沖鋒槍、霰彈槍、手槍、榴彈發射器、火箭發射器和狙擊槍。每把槍都有對應的後坐力、準確度、傷害和彈夾容量。

而且項目中打擊木頭、金屬、石頭和身體都有對應效果。

另外項目中的人工智能部分,AI會識別敵我,打完彈藥後換彈夾等。

另有傷害指示器、動態準星等功能,不多做贅述。

項目中全部使用免費素材,導致有些動畫並不完美,還請大家見諒。

當然,你有任何問題、意見、建議都可以與我聯系,我會在看到後的第一時間回復你。

starstarstarstarstar_half

大家好,

课程适合对虚幻5引擎蓝图编程有一定了解的人,课程所有内容均使用蓝图实现。

游戏中涉及六种武器:冲锋枪、霰弹枪、手枪、榴弹发射器、火箭发射器和狙击枪。每把枪都有对应的后坐力、准确度、伤害和弹夹容量。

而且项目中打击木头、金属、石头和身体都有对应效果。

另外项目中的人工智能部分,AI会识别敌我,打完弹药后换弹夹等。

另有伤害指示器、动态准星等功能,不多做赘述。

项目中全部使用免费素材,导致有些动画并不完美,还请大家见谅。

当然,你有任何问题、意见、建议都可以与我联系,我会在看到后的第一时间回复你。


大家好,

課程適合對虛幻5引擎藍圖編程有一定了解的人,課程所有內容均使用藍圖實現。

遊戲中涉及六種武器:沖鋒槍、霰彈槍、手槍、榴彈發射器、火箭發射器和狙擊槍。每把槍都有對應的後坐力、準確度、傷害和彈夾容量。

而且項目中打擊木頭、金屬、石頭和身體都有對應效果。

另外項目中的人工智能部分,AI會識別敵我,打完彈藥後換彈夾等。

另有傷害指示器、動態準星等功能,不多做贅述。

項目中全部使用免費素材,導致有些動畫並不完美,還請大家見諒。

當然,你有任何問題、意見、建議都可以與我聯系,我會在看到後的第一時間回復你。

star_border star_border star_border star_border star_border

In this course you will be introduced to the basics of Machine Learning through game design in Unity and Python. First you will be introduced to the very basics of ML and python, you will learn such simple ML concepts such as supervised learning, regression and gradient descent. After that you will get acquainted with reinforcement learning and will try to understand and apply a combination of Reinforcement Learning, Deep Neural Networks and other algorithms in the Unity environment to help your agent accomplish complex and dynamic tasks. Lastly you will learn how to build dynamic full featured RL environments and agents for you to train later in your games. You will not only be able to create your own RL algorithms from scratch (such as Q-learning, SARSA and PPO), but also customize them to fit the needs of your environment and train your agents in Unity. You will gain experience with widely used tools and libraries in the industry of ML, such as: Unity3D, Pytorch, mlagents-learn, scikit-learn and more. We hope that this course will help you to better understand and prepare for your journey of developing truly intelligent agents and characters in your own games. Let's get started!

star_border star_border star_border star_border star_border

In this course you will be introduced to the basics of Machine Learning through game design in Unity and Python. First you will be introduced to the very basics of ML and python, you will learn such simple ML concepts such as supervised learning, regression and gradient descent. After that you will get acquainted with reinforcement learning and will try to understand and apply a combination of Reinforcement Learning, Deep Neural Networks and other algorithms in the Unity environment to help your agent accomplish complex and dynamic tasks. Lastly you will learn how to build dynamic full featured RL environments and agents for you to train later in your games. You will not only be able to create your own RL algorithms from scratch (such as Q-learning, SARSA and PPO), but also customize them to fit the needs of your environment and train your agents in Unity. You will gain experience with widely used tools and libraries in the industry of ML, such as: Unity3D, Pytorch, mlagents-learn, scikit-learn and more. We hope that this course will help you to better understand and prepare for your journey of developing truly intelligent agents and characters in your own games. Let's get started!