Introduction to the Course
  • Introduction
Download UE4, and Intro to the Engine
  • Installing Unreal Engine and the Unreal Community
  • The Viewport
  • Editor Overview
  • The Level Blueprint
  • Creating Blueprints
Intro to Unreal Engine C++
  • C++ Refresher and UE4 Hierarchy
  • Class Creation in Unreal Engine
  • Reflection and Garbage Collection
  • Creating a UObject
  • Using UObject in Blueprints
The Actor Class
  • Actors and Actor Components
  • Position Vectors
  • The FVector
  • FVector (continued)
  • FVector (continued)
  • Intro to Collision
  • Collision (continued)
  • Sweeping
  • Local vs World Offset
  • Force and Torque
  • Random Numbers
  • The Sine Function
  • Deleting Classes
The Pawn Class
  • The Pawn Class
  • Pawn Movement Input
  • Pawn Movement Input (continued)
  • Pawn Movement Input (continued)
  • Pawn Movement Component
  • Pawn Movement Component (continued)
  • Pawn Camera Rotation
  • Environment Assets
The Character Class
  • Character Assets
  • Character Assets (continued)
  • The Character Class
  • The Character Class (continued)
  • The Character Class (continued)
  • The Character Class (continued)
  • The Animation Blueprint
  • The Animation Blueprint (continued)
  • The Animation Blueprint (continued)
Gameplay Mechanics
  • Floor Switch
  • Floor Switch (continued)
  • Floor Switch (continued)
  • Spawn Volume
  • Spawn Volume (continued)
  • Floating Platform
  • Pickups
  • Pickups (continued)
  • Pickups (continued)
  • HUD (Heads Up Display)
  • HUD (continued)
  • HUD (continued)
  • HUD (continued)
  • HUD (continued)
  • HUD (continued)
  • HUD (continued)
  • Arrays and Debug Spheres
Combat
  • Attaching to Sockets
  • Weapon Equipping
  • Weapon Equipping (continued)
  • Switching Blendspaces
  • Anim Montages (Attack!)
  • Anim Montages (continued)
  • Anim Montages (continued)
  • Enemy Combat
  • Enemy Combat (continued)
  • Enemy Combat (continued)
  • Enemy Combat (continued)
  • Console Controller Input
  • Combat Mechanics
  • Combat Mechanics (continued)
  • Combat Mechanics (continued)
  • Combat Mechanics (continued)
  • Interpolating to the Enemy
  • Enemy Attack Delay
  • Damage and Death
  • Enemy Health Bar
  • Fine Tuning Character Death
  • Fine Tuning Character Death (continued)
  • Refining Pickups
  • Refining Sprinting
  • Extending the Enemy Class
  • Extending the Enemy Class (continued)
  • Refining Gameplay
  • Refining Gameplay (continued)
  • Weapon Trails
  • Spawn Volume Improved
Level Changing and Saving the Game
  • Changing Levels in Game
  • Saving the Game
  • Saving the Weapon