
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
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
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
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
NOTE: The "Fab" tab is the place to access assets now within an Unreal Project (find the "Fab" button within the Content Browser).
NOTE: You can find all the content specified in this video HERE:
https://drive.google.com/drive/folders/1Yxom4P25_tGBr7L3mT_G_mZl5Ua2o6xf?usp=sharing
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
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
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
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
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.
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
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
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
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
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
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
In this video we'll add our player character's portrait and health display to our HUD.
THIS LESSON TEACHES HOW TO...
Create a HUD Layout
In this video we'll add a mana display to our HUD.
THIS LESSON TEACHES HOW TO...
Create a HUD Layout
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
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
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
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
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
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
In this video we'll continue on from where we left off in part #1.
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
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
In this video we'll create a script inside of WBP_HUD to make our HUD "Intro" animations play!
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
In this video we'll begin to lay out WBP_SkillAcquired by setting several widget component details.
In this video we'll continue laying out WBP_SkillAcquired.
In this video we'll finish laying out WBP_SkillAcquired.
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
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
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
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
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
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
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
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
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.
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
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
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
In this video we'll create script inside of WBP_SkillAcquired to make our widget animations play once the widget appears on screen.
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
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
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
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
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
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
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
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
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
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
In this video we'll create a couple Timelines and finalize our Back Dash script.
THIS LESSON TEACHES HOW TO...
Create Timelines
In this video we'll fix up a few bugs with our Back Dash particle system.
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?
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
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
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
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
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?
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
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
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.
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
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
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
In this video finish creating the script necessary to enable our player to cast out their "Electro Spark" skill.
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 Electro Spark.
THIS LESSON TEACHES HOW TO...
Pass a Variables from the Character Class to an Animation Blueprint
Edit a Character's Animation State Machine
Create Anim Callbacks
ASSETS ADDED / CREATED...
Variable (Bool): UsedElectroSpark?
In this video we'll create script inside of our Electro Spark Blueprint that'll send the message to cause damage to actors that it hits.
In this game design course, I will be guiding you step-by-step through the construction of a custom made CHARACTER SKILL SYSTEM using the Unreal Engine: THE premier free to download gaming engine! (AND the SAME engine used to build "Fortnite.")
This course contains 149 fun-to-follow video lessons! Topics covered include:
How to create a 3D Sidescroller Project using the Unreal Engine
How to add (free!) asset packs from the Marketplace (Countess from the game "Paragon" by Epic Games)
How to import outside art and audio assets into Unreal
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 master basic concepts when Blueprint Scripting such as:
Creating Variables of various types
Creation Functions
Utilizing Events, Flow Control, and Timeline Nodes
Organizing and arranging Blueprints and Scripts
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 make offensive skills (like "Fireball") damage an enemy
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'll be armed with the necessary skills to start building your OWN character skill system (WITHOUT any programming knowledge needed)!