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Design Game Design Unreal Engine

Introduction to Unreal Engine 4 Ability System - UE4

How to create 5 comprehensive game play abilities
Rating: 4.3 out of 54.3 (540 ratings)
3,748 students
Created by Ambience Lee
Last updated 6/2019
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • Create Comprehensive and Manageable Gameplay Abilities in Unreal Engine 4
  • Gain Medium Level Understanding of UE4's C++ and Date Types.
  • Gain Medium Level Understanding of UE4's Animation System
  • Gian Basic Understanding of UI setup in UE4
Curated for the Udemy for Business collection

Requirements

  • Basic Understanding of Unreal Engine 4
  • Basic Skill in C++
  • Will Power to Create Games

Description

In this course, we will walk you thought the process of using UE4's ability system to create 5 fully featured abilities. we will start with simple concept and gradually go to more and more complicated setups. Animation, UI, AI, will all be introduced through the process.

Covered Topics:

  • Unreal Engine Ability Sytem

  • Animation Blueprint

  • UI Widget Blueprint

  • Cascade

  • AI Behavior Tree

  • UE4 C++

UE4 Version: 4.20

Who this course is for:

  • Game Developer, Students or hobbyist

Featured review

Raptagon Studios
Raptagon Studios
37 courses
8 reviews
Rating: 4.5 out of 5a year ago
This course will provide you with great situational knowledge about the ability system. However, if you're a beginner, you may end up learning some bad habits (like casting all the time). Otherwise, it's a great learning resource for seasoned UE4 developers. Almost every question I had about the ability system was answered in this course! However, the questions I did have remain unanswered by the instructor.

Course content

10 sections • 72 lectures • 13h 29m total length

  • Preview03:26

  • Preview07:17
  • Preview08:07
  • Preview05:23
  • Preview07:35
  • AnimationBP_BlendSpace
    11:46
  • AnimationBP_Jump
    07:00
  • AnimationMontage_MeleeAttack
    09:16
  • AnimationMontage_LayerBlendPerBone
    11:23
  • AnimationMontage_Notify
    08:59

  • Preview16:50
  • Preview12:00
  • Create_Attribute_Set_And_Health_Attribute
    07:39
  • Melee_OverLaping_Event
    08:44
  • Animation_Notify_State_and_Send_Gameplay_Event
    11:53
  • Damage_GameplayEffect_and_PostGameplayEffectExecute
    11:31
  • HealthBarUI
    16:25
  • Implement_Dying_Sequence
    12:14
  • AI_Setup_and_Implement_UpdateTarget_Task
    10:07
  • Finish_AI_Behavior
    05:00
  • TeamID_and_Disable_Input_when_Dead
    13:09

  • Preview13:10
  • Preview11:13
  • Mana_and_Strength_Attribute_and_UI
    13:50
  • Create_HealthRegen_Gameplay_Ability
    11:38
  • Add_Full_Health_Tag_To_Block_HealthRegen_Ability
    11:51
  • Use_GameplayCue_to_Play_Gameplay_Effect
    09:44
  • HealthRegen_VFX
    11:09

  • Preview10:20
  • Preview09:47
  • Deal_Dash_Damage
    05:56
  • Do_Dash_Pushing
    08:22
  • Dash_Pushing_Debug
    10:10
  • Dash_and_Melee_Hit_Stun
    15:09
  • Make_Ability_UI_Material_and_Widget
    16:44
  • Make_AbilityBase_Class_and_Info_Structure
    14:25
  • Implement_GetAbilityInfo_Function
    15:07
  • Implement_AquireAbilities_and_Add_Ability_To_UI
    11:59
  • Re_Base_Abilitiy_Classes_and_Add_All_Slots_In_PrimaryUI
    10:53
  • Finish_Add_Ability_ToUI_Call_Chain
    12:19
  • Connect_Inputs_To_Abilities_In_Slot
    12:14
  • Implement_UI_Cooldown
    14:40

  • Preview08:09
  • Preview08:12
  • Lazer_Rotation_Fire_Mtl
    14:00
  • Create_Lazer_Actor
    12:06
  • Lazer_Ability_Basic_Setup
    09:27
  • Spawn_Lazer_Actor_and_Change_CameraMode
    09:10
  • Lazer_Deal_Damage
    10:23
  • Push_Back_Enemy_and_Mana_Draining
    09:19
  • Add_Different_End_Ability_Scenarios
    14:12

  • Preview12:35
  • Preview15:02
  • Preview11:44
  • Create_Cooldown_Cost_UIMaterial_and_do_Debugging
    08:41
  • Implement_Target_Confirm
    08:24
  • Create_Animation_and_Deal_Damage_Effect
    09:59
  • Create_Decal
    08:14
  • Include_LocationInfo_in_the_TargetDataHandle_Broadcasted
    12:13
  • Ground_Blast_VFX
    07:04
  • Finish_Ground_Blast_And_Debugging
    12:04

  • Preview08:36
  • Preview12:38
  • Do_Fire_VFX_and_Pushing
    11:48
  • Burring_GameplayEffect_and_Cue
    10:11
  • Balancing_Ability_Cost_and_Damage
    11:38
  • Refine_Ability_Mechanic_and_Animation
    19:35

  • Create_Melee_Combo_Montages
    05:19
  • Implement_Combo_Logic
    10:47
  • Use_Curve_Table_To_Determin_Combo_Damage
    07:25

  • Use Projectile With Gameplay Ability
    20:50
  • DamageExcutionCalculation
    33:13

Instructor

Ambience Lee
Professor
Ambience Lee
  • 4.5 Instructor Rating
  • 1,435 Reviews
  • 8,501 Students
  • 3 Courses

I am a full time college professor specialized in game development, I also have been working in a variety of animation studios like Beijing Daysview Digital Image Co, Passion Picture NYC. As an indie game developer, I has developed VR Apps for Gucci and Calvin Klein on their products.

I hold an MFA in Computer Animation from School of Visual Arts in New York City, and a BFA of Digital Media from China Central Academy of Fine Arts.

I am a Technical Artist with may skill sets including Rigging, Character Modeling, Animation, VFX, Game Development, C++, C# and Python Programming Languages. I have published papers like Unreal Engine 4 Architectural Visualization, Advanced Terrain Workflow with UE4, Discover a New Way to Create Believable Cloth in 3D World, and has been presenting my researches in conferences like 4th International Conference and Expo on Computer Graphics & Animation, Berlin, Germany, 11th International Conference on Design Principles & Practices, Toronto, Canada.

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