- Introduction
- Create_Project_and_Character
- Basic_Movement_Control
- Basic_Rotation_Control
- AnimationBP_EventGraph
- AnimationBP_BlendSpace
- AnimationBP_Jump
- AnimationMontage_MeleeAttack
- AnimationMontage_LayerBlendPerBone
- AnimationMontage_Notify
- Implement_Basic_AbilitySystem_Functions_and_Components_in_CPP
- Create_Melee_Ability_and_Cooldown
- Create_Attribute_Set_And_Health_Attribute
- Melee_OverLaping_Event
- Animation_Notify_State_and_Send_Gameplay_Event
- Damage_GameplayEffect_and_PostGameplayEffectExecute
- HealthBarUI
- Implement_Dying_Sequence
- AI_Setup_and_Implement_UpdateTarget_Task
- Finish_AI_Behavior
- TeamID_and_Disable_Input_when_Dead
- UI_And_Glass_Ball_Mtl
- Connect_Health_To_Primary_UI
- Mana_and_Strength_Attribute_and_UI
- Create_HealthRegen_Gameplay_Ability
- Add_Full_Health_Tag_To_Block_HealthRegen_Ability
- Use_GameplayCue_to_Play_Gameplay_Effect
- HealthRegen_VFX
- Dashing_Ability_Start_Dash_Forward
- Disable_Collision_When_Dashing
- Deal_Dash_Damage
- Do_Dash_Pushing
- Dash_Pushing_Debug
- Dash_and_Melee_Hit_Stun
- Make_Ability_UI_Material_and_Widget
- Make_AbilityBase_Class_and_Info_Structure
- Implement_GetAbilityInfo_Function
- Implement_AquireAbilities_and_Add_Ability_To_UI
- Re_Base_Abilitiy_Classes_and_Add_All_Slots_In_PrimaryUI
- Finish_Add_Ability_ToUI_Call_Chain
- Connect_Inputs_To_Abilities_In_Slot
- Implement_UI_Cooldown
- Lazer_Beam_Material
- Lazer_Rotation_Wheel_Mtl
- Lazer_Rotation_Fire_Mtl
- Create_Lazer_Actor
- Lazer_Ability_Basic_Setup
- Spawn_Lazer_Actor_and_Change_CameraMode
- Lazer_Deal_Damage
- Push_Back_Enemy_and_Mana_Draining
- Add_Different_End_Ability_Scenarios
- GameplayAbilityTargetActorClass
- Trace_Overlapping_Pawn
- Broadcast_TargetData
- Create_Cooldown_Cost_UIMaterial_and_do_Debugging
- Implement_Target_Confirm
- Create_Animation_and_Deal_Damage_Effect
- Create_Decal
- Include_LocationInfo_in_the_TargetDataHandle_Broadcasted
- Ground_Blast_VFX
- Finish_Ground_Blast_And_Debugging
- FireBlast_Animation_Cost_and_Cooldown
- Implement_Fire_Blast_TargetAcotor
- Do_Fire_VFX_and_Pushing
- Burring_GameplayEffect_and_Cue
- Balancing_Ability_Cost_and_Damage
- Refine_Ability_Mechanic_and_Animation
- Create_Melee_Combo_Montages
- Implement_Combo_Logic
- Use_Curve_Table_To_Determin_Combo_Damage
- Use Projectile With Gameplay Ability
- DamageExcutionCalculation