Implement Jets & Choppers in Unreal Engine 4 Blueprints
3.7 (34 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
3,020 students enrolled

Implement Jets & Choppers in Unreal Engine 4 Blueprints

Learn to implement Combat Jets and Helicopters using Physics from scratch in Unreal Engine 4 Blueprints
3.7 (34 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
3,020 students enrolled
Last updated 5/2019
English
Current price: $20.99 Original price: $29.99 Discount: 30% off
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This course includes
  • 15 hours on-demand video
  • 2 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
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What you'll learn
  • For Beginners who possess very basic knowledge of Blueprints, start off by creating a simple Shoot-em-up game with Sounds and UI.
  • Learn to implement the flying and firing mechanisms of Combat Jets and Helicopters using Physics in Blueprints.
  • Learn to use Newton's Laws of Linear Motion to calculate rate of acceleration for object movement and Moment Of Inertia for object rotation.
  • Learn practical usage of important Blueprint concepts like Blueprint Interfaces, Structures, Enumerations, Function Libraries, and Child Blueprints.
  • Learn to use Construction Scripts for effective automation.
  • Learn to implement your projects using an Object-Oriented Architecture in Blueprints.
  • Learn to integrate the brilliant freely available UE4 Ocean Community Plugin and its contents into your project.
Course content
Expand all 71 lectures 15:05:46
+ BEGINNERS - Creating a simple Shoot-em-up Game
25 lectures 05:11:49

Get a first look at the shoot-em-up game that we will be developing through this section, all the way from a Blank Solution to a fully packaged build with Main Menu, Pause Menu, Game Over Screen, UI Sounds, and Music.

Preview 02:34

Download the Assets for this section from the Resources area and let us create the Project and set up the working environment.

Preview 11:11

Using the Base Colour and Normal Map Textures in the Assets Folder, we shall create Materials for the Turret.

Preview 10:46

In this lecture, we will create the Turret Blueprint derived off the Pawn Class and set all the components required. We will also create our own GameMode and set the Turret as its DefaultPawn.

Preview 10:54

We will add sockets to the Turret Static Mesh inside the Static Mesh Editor for attaching the Turret's Gun Camera.

Preview 05:50

In this chapter, we will add Input Key Bindings for rotating the Turret using the Mouse and add logic for its rotation.

Preview 21:38

In this chapter, we will write the logic for automatic firing of our Turret before we begin creating projectiles and shoot them from the Turret, 2 chapters later.

Preview 11:27
Creating the Turret Projectile
14:16

We will finally fire the Turret here with sounds.

Firing the Turret and adding the Firing Sound
10:12

In this chapter, we will create a new Object Type in the Project Settings, set the collision presets for the Projectile Collider, and detect collisions of the projectiles.

Projectile Collisions
08:14

In this chapter, we will modify the Mannequin character from the Third Person Template and turn him into the Enemy Character of our Game.

Setting up the Enemy Character
07:04

In this chapter, we will create the NavMesh for our level and use simple navigational functions to move the Enemy Character towards the Player Turret.

Creating the NavMesh and moving the Enemy
05:30

This is a theoretical chapter that helps us understand Blueprint Interfaces and why to use them.

Understanding Blueprint Interfaces
03:24

In this chapter, we implement the theory we learnt about Blueprint Interfaces from the previous chapter and write the Damage Functions. We will also set up the Enemy with a Death Animation.

Damage Functions using Blueprint Interfaces and Enemy Death
15:02

In this chapter, we create a simple Spawner Blueprint derived off the Actor class that creates endless waves of Enemies  with a set frequency that run towards the Player's Turret upon spawning.

Creating Enemy Waves
19:30

In this chapter, we will learn to use the UMG(Unreal Motion Graphics) for creating and implementing the Player's Health Bar UI Widget.

Preview 24:38

In this chapter, we will create the Blood Splash Effect using animations in UMG. The effect will be played every time the Enemy inflicts damage on the Player.

Player Blood Splash Effect
10:48

In this chapter, we modify an existing Particle Effect from the Starter Content to make it appear like blood gushing out of the Enemy upon getting hit. We will also randomize death animations(from the Animation Starter Pack) for the Enemies.

Enemy Blood Particle Effect and Death Animations
11:43

In this chapter, we will create a simple HUD that includes an Enemy Kill Counter which will be displayed at the top right of the screen.

Simple HUD
13:24

We will be creating a simple Main Menu in this chapter.

Preview 28:53
Creating the Pause Menu
11:07
Creating the Game Over Screen
12:01

In this chapter, we will modify the Third Person Example Map for creating our own level for the game.

Setting up the Level
15:27

In this chapter, we will use the Music from Starter Pack and set it up as the Background Music for our game and also use simple built-in Editor Sounds from the Engine Content for UI sounds, and other things.

Adding Sounds
18:59

This will be the final chapter of this section where we will package our game as Windows executable and test it.

Packaging the Game
07:17
+ INTERMEDIATE - Implementing Combat Jets and Helicopters [In development...]
46 lectures 09:53:57

In this chapter, we will create and set up our Project along with getting the freely available Ocean Community Project from Github. We will end this chapter by setting up our project with the content from the Ocean Community Project.

Preview 15:08

By the end of this section, we would have had set up INAS Seahawk, the Combat Jet in our Project.

Preview 00:57
Setting up the Jet Fighter continued...
11:05
Converting the Jet into a Physics Body
03:43
Widget for Screen Notification
12:00
Switching to Vehicle Pawn
10:39
Exiting the Vehicle
21:57
Fixing a bug in entering vehicle
06:03
Cockpit View Implementation Methods
07:10
Cockpit Blueprint and toggling between Main and Cockpit views
21:24
Fixing the Screen Notifications
17:32
Fixing 'Entering Vehicle'
20:48
Fixing 'Entering Vehicle' continued...
12:39
Fixing the 'Exiting Vehicle' functionality
08:12
[Optional] Understanding the new Entering/Exiting Vehicle functionality
11:20
Fixing the toggling Cockpit View functionality
10:36
Thrusting the Jet off the Aircraft Carrier
27:10
Moving the Third Person Character Input Code
13:29
Moment of Inertia
07:09
Jet Rotation
27:41
Jet Yaw Rotation
05:16
Jet take-off Trigger Box
13:02
Applying Momentum to the Jet
27:22
Creating the Parent Projectile and Child Projectiles
10:19
Firing the Jet Cannon
31:24
Setting up the Jet Crosshairs
10:56
Setting the Projectile's Life-span
08:37
Line-tracing weapons for accurate targeting (Part 1)
16:47
Line-tracing weapons for accurate targeting (Part 1) continued
23:26
Line-tracing weapons for accurate targeting - Part 2
20:27
Requirements
  • Must know the basics of Unreal Engine 4 Editor and basic Blueprints.
  • Operating System - Windows 10 preferred.
Description
  • A unique Unreal Engine 4 Blueprints course where you will learn to develop flying and firing behaviours of Combat Jets and Helicopters from scratch using Physics.

  • Divided into 2 sections, this course is pretty well accommodating for the Beginners as well.

  • Section 1 dedicated to the Beginners in Blueprints will teach you to create a simple Shoot-em-up game from scratch along with Sounds and UI.

  • Section 2 is for the Intermediate Blueprint Developers which will teach you to implement Combat Jets and Helicopters using Physics in Blueprints.

  • Learn to integrate the gorgeous UE4 Ocean Community Plugin(freely available from Github) to your Blank Project.

  • Learn to set up a Classic Jet of the Indian Navy called INAS Seahawk where you will weaponize her, fly her using a Battlefield-esque input controls over the Ocean and fire from her powerful cannons and Rockets, all in Blueprints from scratch!

  • Learn to set up a Classic Helicopter of the Indian Navy called INAS Seaking where you will weaponize her, fly her using a Battlefield-esque input controls over the Ocean and fire her anti-submarine torpedoes, all in Blueprints from scratch!

  • Learn to implement the behaviour of entering and exiting vehicles as characters.

  • Learn to create behaviours for Projectiles like Cannon Guns, Rockets, and Torpedoes.

  • Learn to use Construction Scripts for an effective automation of the development process.

  • Learn to create projects with an Object-Oriented architecture using Parent and Child Blueprints.

  • Learn to use Blueprint Interfaces, Structures, Function Libraries, and Enumerations in Blueprints.

Who this course is for:
  • Beginners to UE4 Blueprints developers wanting to upgrade their skill level by creating interesting games from scratch.
  • Blueprints Developers interested in learning to code flying and firing behaviours of aerial vehicles with a control mechanism similar to the ones found in games like Battlefield.
  • Beginner to Intermediate Blueprint Developers.